mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 23:12:56 +08:00
Merge pull request #16264 from bdach/beatmap-background-with-storyboard-stopping
Fix main menu background with storyboard stopping after entering and exiting song select
This commit is contained in:
commit
06a5b89071
@ -6,18 +6,24 @@ using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Backgrounds;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
using osu.Game.Screens;
|
||||
using osu.Game.Screens.Backgrounds;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Storyboards;
|
||||
using osu.Game.Storyboards.Drawables;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Background
|
||||
@ -129,6 +135,46 @@ namespace osu.Game.Tests.Visual.Background
|
||||
AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestBeatmapBackgroundWithStoryboardClockAlwaysUsesCurrentTrack()
|
||||
{
|
||||
BackgroundScreenBeatmap nestedScreen = null;
|
||||
WorkingBeatmap originalWorking = null;
|
||||
|
||||
setSupporter(true);
|
||||
setSourceMode(BackgroundSource.BeatmapWithStoryboard);
|
||||
|
||||
AddStep("change beatmap", () => originalWorking = Beatmap.Value = createTestWorkingBeatmapWithStoryboard());
|
||||
AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
|
||||
AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackgroundWithStoryboard));
|
||||
|
||||
AddStep("start music", () => MusicController.Play());
|
||||
AddUntilStep("storyboard clock running", () => screen.ChildrenOfType<DrawableStoryboard>().SingleOrDefault()?.Clock.IsRunning == true);
|
||||
|
||||
// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
|
||||
AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
|
||||
AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
|
||||
|
||||
// we're testing a case where scheduling may be used to avoid issues, so ensure the scheduler is no longer running.
|
||||
AddUntilStep("wait for top level not alive", () => !screen.IsAlive);
|
||||
|
||||
AddStep("stop music", () => MusicController.Stop());
|
||||
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithStoryboard());
|
||||
AddStep("change beatmap back", () => Beatmap.Value = originalWorking);
|
||||
AddStep("restart music", () => MusicController.Play());
|
||||
|
||||
AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
|
||||
|
||||
AddStep("pop screen back to top level", () => screen.MakeCurrent());
|
||||
|
||||
AddStep("top level screen is current", () => screen.IsCurrentScreen());
|
||||
AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
|
||||
AddUntilStep("storyboard clock running", () => screen.ChildrenOfType<DrawableStoryboard>().Single().Clock.IsRunning);
|
||||
|
||||
AddStep("stop music", () => MusicController.Stop());
|
||||
AddStep("restore default beatmap", () => Beatmap.SetDefault());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestBackgroundTypeSwitch()
|
||||
{
|
||||
@ -198,6 +244,7 @@ namespace osu.Game.Tests.Visual.Background
|
||||
});
|
||||
|
||||
private WorkingBeatmap createTestWorkingBeatmapWithUniqueBackground() => new UniqueBackgroundTestWorkingBeatmap(Audio);
|
||||
private WorkingBeatmap createTestWorkingBeatmapWithStoryboard() => new TestWorkingBeatmapWithStoryboard(Audio);
|
||||
|
||||
private class TestBackgroundScreenDefault : BackgroundScreenDefault
|
||||
{
|
||||
@ -233,6 +280,51 @@ namespace osu.Game.Tests.Visual.Background
|
||||
protected override Texture GetBackground() => new Texture(1, 1);
|
||||
}
|
||||
|
||||
private class TestWorkingBeatmapWithStoryboard : TestWorkingBeatmap
|
||||
{
|
||||
public TestWorkingBeatmapWithStoryboard(AudioManager audioManager)
|
||||
: base(new Beatmap(), createStoryboard(), audioManager)
|
||||
{
|
||||
}
|
||||
|
||||
protected override Track GetBeatmapTrack() => new TrackVirtual(100000);
|
||||
|
||||
private static Storyboard createStoryboard()
|
||||
{
|
||||
var storyboard = new Storyboard();
|
||||
storyboard.Layers.Last().Add(new TestStoryboardElement());
|
||||
return storyboard;
|
||||
}
|
||||
|
||||
private class TestStoryboardElement : IStoryboardElementWithDuration
|
||||
{
|
||||
public string Path => string.Empty;
|
||||
public bool IsDrawable => true;
|
||||
public double StartTime => double.MinValue;
|
||||
public double EndTime => double.MaxValue;
|
||||
|
||||
public Drawable CreateDrawable() => new DrawableTestStoryboardElement();
|
||||
}
|
||||
|
||||
private class DrawableTestStoryboardElement : OsuSpriteText
|
||||
{
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
|
||||
public DrawableTestStoryboardElement()
|
||||
{
|
||||
Anchor = Origin = Anchor.Centre;
|
||||
Font = OsuFont.Default.With(size: 32);
|
||||
Text = "(not started)";
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
Text = Time.Current.ToString("N2");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void setCustomSkin()
|
||||
{
|
||||
// feign a skin switch. this doesn't do anything except force CurrentSkin to become a LegacySkin.
|
||||
|
@ -1,20 +1,29 @@
|
||||
// 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.
|
||||
|
||||
#nullable enable
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Storyboards.Drawables;
|
||||
|
||||
namespace osu.Game.Graphics.Backgrounds
|
||||
{
|
||||
public class BeatmapBackgroundWithStoryboard : BeatmapBackground
|
||||
{
|
||||
private readonly InterpolatingFramedClock storyboardClock;
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private MusicController? musicController { get; set; }
|
||||
|
||||
public BeatmapBackgroundWithStoryboard(WorkingBeatmap beatmap, string fallbackTextureName = "Backgrounds/bg1")
|
||||
: base(beatmap, fallbackTextureName)
|
||||
{
|
||||
storyboardClock = new InterpolatingFramedClock();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
@ -30,8 +39,40 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Volume = { Value = 0 },
|
||||
Child = new DrawableStoryboard(Beatmap.Storyboard) { Clock = new InterpolatingFramedClock(Beatmap.Track) }
|
||||
Child = new DrawableStoryboard(Beatmap.Storyboard) { Clock = storyboardClock }
|
||||
}, AddInternal);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
if (musicController != null)
|
||||
musicController.TrackChanged += onTrackChanged;
|
||||
|
||||
updateStoryboardClockSource(Beatmap);
|
||||
}
|
||||
|
||||
private void onTrackChanged(WorkingBeatmap newBeatmap, TrackChangeDirection _) => updateStoryboardClockSource(newBeatmap);
|
||||
|
||||
private void updateStoryboardClockSource(WorkingBeatmap newBeatmap)
|
||||
{
|
||||
if (newBeatmap != Beatmap)
|
||||
return;
|
||||
|
||||
// `MusicController` will sometimes reload the track, even when the working beatmap technically hasn't changed.
|
||||
// ensure that the storyboard's clock is always using the latest track instance.
|
||||
storyboardClock.ChangeSource(newBeatmap.Track);
|
||||
// more often than not, the previous source track's time will be in the future relative to the new source track.
|
||||
// explicitly process a single frame so that `InterpolatingFramedClock`'s interpolation logic is bypassed
|
||||
// and the storyboard clock is correctly rewound to the source track's time exactly.
|
||||
storyboardClock.ProcessFrame();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
if (musicController != null)
|
||||
musicController.TrackChanged -= onTrackChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user