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Merge pull request #27079 from smoogipoo/tcm-resume

Add delayed resume for taiko/catch/mania
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Dean Herbert 2024-03-21 12:48:53 +08:00 committed by GitHub
commit 0589924dc6
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10 changed files with 273 additions and 6 deletions

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@ -16,6 +16,8 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Rulesets.Catch.UI
{
@ -52,5 +54,7 @@ namespace osu.Game.Rulesets.Catch.UI
protected override PassThroughInputManager CreateInputManager() => new CatchInputManager(Ruleset.RulesetInfo);
public override DrawableHitObject<CatchHitObject>? CreateDrawableRepresentation(CatchHitObject h) => null;
protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay { Scale = new Vector2(0.65f) };
}
}

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@ -26,6 +26,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Mania.UI
@ -164,6 +165,8 @@ namespace osu.Game.Rulesets.Mania.UI
protected override ReplayRecorder CreateReplayRecorder(Score score) => new ManiaReplayRecorder(score);
protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

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@ -6,11 +6,11 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Tests.Gameplay;
using osu.Game.Tests.Visual;
@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Tests
public partial class TestSceneResumeOverlay : OsuManualInputManagerTestScene
{
private ManualOsuInputManager osuInputManager = null!;
private CursorContainer cursor = null!;
private GameplayCursorContainer cursor = null!;
private ResumeOverlay resume = null!;
private bool resumeFired;
@ -99,7 +99,17 @@ namespace osu.Game.Rulesets.Osu.Tests
private void loadContent()
{
Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo) { Children = new Drawable[] { cursor = new CursorContainer(), resume = new OsuResumeOverlay { GameplayCursor = cursor }, } };
Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo)
{
Children = new Drawable[]
{
cursor = new GameplayCursorContainer(),
resume = new OsuResumeOverlay
{
GameplayCursor = cursor
},
}
};
resumeFired = false;
resume.ResumeAction = () => resumeFired = true;

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@ -39,6 +39,13 @@ namespace osu.Game.Rulesets.Osu.UI
protected override void PopIn()
{
// Can't display if the cursor is outside the window.
if (GameplayCursor.LastFrameState == Visibility.Hidden || !Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))
{
Resume();
return;
}
base.PopIn();
GameplayCursor.ActiveCursor.Hide();

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@ -116,5 +116,7 @@ namespace osu.Game.Rulesets.Taiko.UI
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
}
}

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@ -0,0 +1,44 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Tests.Gameplay;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneDelayedResumeOverlay : OsuTestScene
{
private ResumeOverlay resume = null!;
private bool resumeFired;
[Cached]
private GameplayState gameplayState;
public TestSceneDelayedResumeOverlay()
{
gameplayState = TestGameplayState.Create(new OsuRuleset());
}
[SetUp]
public void SetUp() => Schedule(loadContent);
[Test]
public void TestResume()
{
AddStep("show", () => resume.Show());
AddUntilStep("dismissed", () => resumeFired && resume.State.Value == Visibility.Hidden);
}
private void loadContent()
{
Child = resume = new DelayedResumeOverlay();
resumeFired = false;
resume.ResumeAction = () => resumeFired = true;
}
}
}

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@ -240,7 +240,7 @@ namespace osu.Game.Rulesets.UI
public override void RequestResume(Action continueResume)
{
if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
if (ResumeOverlay != null && UseResumeOverlay)
{
ResumeOverlay.GameplayCursor = Cursor;
ResumeOverlay.ResumeAction = continueResume;

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@ -0,0 +1,196 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
using osuTK;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Simple <see cref="ResumeOverlay"/> that resumes after a short delay.
/// </summary>
public partial class DelayedResumeOverlay : ResumeOverlay
{
// todo: this shouldn't define its own colour provider, but nothing in Player screen does, so let's do that for now.
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
private const float outer_size = 200;
private const float inner_size = 150;
private const float progress_stroke_width = 7;
private const float progress_size = inner_size + progress_stroke_width / 2f;
private const double countdown_time = 2000;
protected override LocalisableString Message => string.Empty;
private ScheduledDelegate? scheduledResume;
private int? countdownCount;
private double countdownStartTime;
private bool countdownComplete;
private Drawable outerContent = null!;
private Container innerContent = null!;
private Container countdownComponents = null!;
private Drawable countdownBackground = null!;
private SpriteText countdownText = null!;
private CircularProgress countdownProgress = null!;
private Sample? sampleCountdown;
public DelayedResumeOverlay()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
Add(outerContent = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(outer_size),
Colour = colourProvider.Background6,
});
Add(innerContent = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
countdownBackground = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(inner_size),
Colour = colourProvider.Background4,
},
countdownComponents = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
countdownProgress = new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(progress_size),
InnerRadius = progress_stroke_width / progress_size,
RoundedCaps = true
},
countdownText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
UseFullGlyphHeight = false,
AlwaysPresent = true,
Font = OsuFont.Torus.With(size: 70, weight: FontWeight.Light)
}
}
}
}
});
sampleCountdown = audio.Samples.Get(@"Gameplay/resume-countdown");
}
protected override void PopIn()
{
this.FadeIn();
// The transition effects.
outerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 200, Easing.OutQuint);
innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
countdownComponents.FadeOut().Delay(50).FadeTo(1, 100);
// Reset states for various components.
countdownBackground.FadeIn();
countdownText.FadeIn();
countdownProgress.FadeIn().ScaleTo(1);
countdownComplete = false;
countdownCount = null;
countdownStartTime = Time.Current;
scheduledResume?.Cancel();
scheduledResume = Scheduler.AddDelayed(() =>
{
countdownComplete = true;
Resume();
}, countdown_time);
}
protected override void PopOut()
{
this.Delay(300).FadeOut();
outerContent.FadeOut();
countdownBackground.FadeOut();
countdownText.FadeOut();
if (countdownComplete)
{
countdownProgress.ScaleTo(2f, 300, Easing.OutQuint);
countdownProgress.FadeOut(300, Easing.OutQuint);
}
else
countdownProgress.FadeOut();
scheduledResume?.Cancel();
}
protected override void Update()
{
base.Update();
updateCountdown();
}
private void updateCountdown()
{
double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
countdownProgress.Progress = amountTimePassed;
countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
if (countdownCount != newCount)
{
if (newCount > 0)
{
countdownText.Text = Math.Max(1, newCount).ToString();
countdownText.ScaleTo(0.25f).Then().ScaleTo(1, 200, Easing.OutQuint);
outerContent.Delay(25).Then().ScaleTo(1.05f, 100).Then().ScaleTo(1f, 200, Easing.Out);
countdownBackground.FlashColour(colourProvider.Background3, 400, Easing.Out);
}
var chan = sampleCountdown?.GetChannel();
if (chan != null)
{
chan.Frequency.Value = newCount == 0 ? 0.5f : 1;
chan.Play();
}
}
countdownCount = newCount;
}
}
}

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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Cursor;
using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.UI;
using osuTK;
using osuTK.Graphics;
@ -21,7 +22,7 @@ namespace osu.Game.Screens.Play
/// </summary>
public abstract partial class ResumeOverlay : VisibilityContainer
{
public CursorContainer GameplayCursor { get; set; }
public GameplayCursorContainer GameplayCursor { get; set; }
/// <summary>
/// The action to be performed to complete resuming.

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@ -36,7 +36,7 @@
</PackageReference>
<PackageReference Include="Realm" Version="11.5.0" />
<PackageReference Include="ppy.osu.Framework" Version="2024.306.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.309.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.321.0" />
<PackageReference Include="Sentry" Version="3.41.3" />
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
<PackageReference Include="SharpCompress" Version="0.36.0" />