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I'd like to see this happen (it's how dropdowns work on macOS). |
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@peppy I've got a try on a basic implementation and have some concerns. But before that, take a look at the results below: Framework and game testsRecording.2025-06-12.233036.mp4Recording.2025-06-13.000441.mp4Code: jarvis394@c118861#diff-a2e872583efe781b079b0ad350ed2c838c8c98c51c6bb8bff632312a8b4b6785 When the initial mouse down occurs outside I tried a hacky fix for this in So, before trying to hack it even more,
I’m not very familiar with C#, but would be happy to start a PR for this feature. If someone more experienced wants to take over or review it, feel free! |
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I think context menus are also a great candidate for this behaviour 2025-07-10.01-34-24.mp4 |
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I recently thought about why dropdown items look harder to hit and slower to navigate in lazer (for me) and came to two conclusions:
onMouseDownevent in stable and apply last hovered item ononMouseUp, making it easier to quickly select items (collections, filters, etc.)While first reason might be user-specific (and you can already configure menu cursor size), second one looks like an issue of stable behaviour mismatch. Here is the comparison between the clients:
osu-dropdown.mov
Everything described below should apply ONLY to dropdown menus on fixed surfaces – like
BeatmapFilterControlcomponent.Expected behaviour
Desktop
onMouseDown) or after clicking onceonMouseUp) after opening dropdown menu with a pressTouch devices
Same as desktop, see above
Current behaviour
Desktop
onClick)Touch devices
Same as desktop, see above
Additional notes
Couldn't find specific note on their website but on MacOS you can try holding right click and release on an item in the context menu and on Android you can hold menu button in Chrome and select items by moving your finger.
BeatmapFilterControlcould be just one of many components where this behaviour is needed, haven't checked it throughout the UI.Beta Was this translation helpful? Give feedback.
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