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Merge pull request #13393 from bdach/fix-skin-background-regression
Bring back skin background source
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commit
17ad214e0e
@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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@ -11,6 +12,7 @@ using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Skinning;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Background
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@ -23,6 +25,9 @@ namespace osu.Game.Tests.Visual.Background
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private Graphics.Backgrounds.Background getCurrentBackground() => screen.ChildrenOfType<Graphics.Backgrounds.Background>().FirstOrDefault();
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[Resolved]
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private SkinManager skins { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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@ -35,7 +40,7 @@ namespace osu.Game.Tests.Visual.Background
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}
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[Test]
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public void TestTogglingStoryboardSwitchesBackgroundType()
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public void TestBackgroundTypeSwitch()
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{
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setSupporter(true);
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@ -44,6 +49,12 @@ namespace osu.Game.Tests.Visual.Background
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setSourceMode(BackgroundSource.BeatmapWithStoryboard);
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AddUntilStep("is storyboard background", () => getCurrentBackground() is BeatmapBackgroundWithStoryboard);
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setSourceMode(BackgroundSource.Skin);
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AddUntilStep("is default background", () => getCurrentBackground().GetType() == typeof(Graphics.Backgrounds.Background));
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setCustomSkin();
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AddUntilStep("is skin background", () => getCurrentBackground() is SkinBackground);
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}
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[Test]
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@ -61,15 +72,19 @@ namespace osu.Game.Tests.Visual.Background
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AddUntilStep("is beatmap background", () => getCurrentBackground() is BeatmapBackground);
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}
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[Test]
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public void TestBeatmapDoesntReloadOnNoChange()
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[TestCase(BackgroundSource.Beatmap, typeof(BeatmapBackground))]
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[TestCase(BackgroundSource.BeatmapWithStoryboard, typeof(BeatmapBackgroundWithStoryboard))]
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[TestCase(BackgroundSource.Skin, typeof(SkinBackground))]
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public void TestBackgroundDoesntReloadOnNoChange(BackgroundSource source, Type backgroundType)
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{
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BeatmapBackground last = null;
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Graphics.Backgrounds.Background last = null;
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setSourceMode(BackgroundSource.Beatmap);
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setSourceMode(source);
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setSupporter(true);
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if (source == BackgroundSource.Skin)
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setCustomSkin();
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground() as BeatmapBackground) != null);
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == backgroundType);
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AddAssert("next doesn't load new background", () => screen.Next() == false);
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// doesn't really need to be checked but might as well.
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@ -77,8 +92,25 @@ namespace osu.Game.Tests.Visual.Background
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AddUntilStep("ensure same background instance", () => last == getCurrentBackground());
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}
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[Test]
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public void TestBackgroundCyclingOnDefaultSkin([Values] bool supporter)
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{
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Graphics.Backgrounds.Background last = null;
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setSourceMode(BackgroundSource.Skin);
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setSupporter(supporter);
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setDefaultSkin();
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == typeof(Graphics.Backgrounds.Background));
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AddAssert("next cycles background", () => screen.Next());
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// doesn't really need to be checked but might as well.
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AddWaitStep("wait a bit", 5);
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AddUntilStep("ensure different background instance", () => last != getCurrentBackground());
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}
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private void setSourceMode(BackgroundSource source) =>
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AddStep("set background mode to beatmap", () => config.SetValue(OsuSetting.MenuBackgroundSource, source));
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AddStep($"set background mode to {source}", () => config.SetValue(OsuSetting.MenuBackgroundSource, source));
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private void setSupporter(bool isSupporter) =>
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AddStep($"set supporter {isSupporter}", () => ((DummyAPIAccess)API).LocalUser.Value = new User
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@ -86,5 +118,16 @@ namespace osu.Game.Tests.Visual.Background
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IsSupporter = isSupporter,
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Id = API.LocalUser.Value.Id + 1,
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});
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private void setCustomSkin()
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{
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// feign a skin switch. this doesn't do anything except force CurrentSkin to become a LegacySkin.
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AddStep("set custom skin", () => skins.CurrentSkinInfo.Value = new SkinInfo { ID = 5 });
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}
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private void setDefaultSkin() => AddStep("set default skin", () => skins.CurrentSkinInfo.SetDefault());
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[TearDownSteps]
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public void TearDown() => setDefaultSkin();
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -14,7 +15,7 @@ namespace osu.Game.Graphics.Backgrounds
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/// <summary>
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/// A background which offers blurring via a <see cref="BufferedContainer"/> on demand.
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/// </summary>
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public class Background : CompositeDrawable
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public class Background : CompositeDrawable, IEquatable<Background>
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{
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private const float blur_scale = 0.5f;
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@ -71,5 +72,14 @@ namespace osu.Game.Graphics.Backgrounds
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bufferedContainer?.BlurTo(newBlurSigma * blur_scale, duration, easing);
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}
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public virtual bool Equals(Background other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return other.GetType() == GetType()
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&& other.textureName == textureName;
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}
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}
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}
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@ -24,5 +24,14 @@ namespace osu.Game.Graphics.Backgrounds
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{
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Sprite.Texture = Beatmap?.Background ?? textures.Get(fallbackTextureName);
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}
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public override bool Equals(Background other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return other.GetType() == GetType()
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&& ((BeatmapBackground)other).Beatmap == Beatmap;
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}
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}
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}
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34
osu.Game/Graphics/Backgrounds/SkinBackground.cs
Normal file
34
osu.Game/Graphics/Backgrounds/SkinBackground.cs
Normal file
@ -0,0 +1,34 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Game.Skinning;
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namespace osu.Game.Graphics.Backgrounds
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{
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internal class SkinBackground : Background
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{
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private readonly Skin skin;
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public SkinBackground(Skin skin, string fallbackTextureName)
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: base(fallbackTextureName)
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{
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this.skin = skin;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Sprite.Texture = skin.GetTexture("menu-background") ?? Sprite.Texture;
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}
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public override bool Equals(Background other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return other.GetType() == GetType()
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&& ((SkinBackground)other).skin.SkinInfo.Equals(skin.SkinInfo);
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}
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}
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}
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@ -112,17 +112,24 @@ namespace osu.Game.Screens.Backgrounds
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newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName());
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newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName());
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// this method is called in many cases where the beatmap hasn't changed (ie. on screen transitions).
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// if a background is already displayed for the requested beatmap, we don't want to load it again.
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if (background?.GetType() == newBackground.GetType() &&
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(background as BeatmapBackground)?.Beatmap == beatmap.Value)
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return background;
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break;
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}
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case BackgroundSource.Skin:
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// default skins should use the default background rotation, which won't be the case if a SkinBackground is created for them.
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if (skin.Value is DefaultSkin || skin.Value is DefaultLegacySkin)
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break;
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newBackground = new SkinBackground(skin.Value, getBackgroundTextureName());
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break;
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}
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}
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// this method is called in many cases where the background might not necessarily need to change.
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// if an equivalent background is currently being shown, we don't want to load it again.
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if (newBackground?.Equals(background) == true)
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return background;
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newBackground ??= new Background(getBackgroundTextureName());
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newBackground.Depth = currentDisplay;
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@ -140,22 +147,5 @@ namespace osu.Game.Screens.Backgrounds
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return $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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}
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}
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private class SkinnedBackground : Background
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{
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private readonly Skin skin;
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public SkinnedBackground(Skin skin, string fallbackTextureName)
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: base(fallbackTextureName)
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{
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this.skin = skin;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Sprite.Texture = skin.GetTexture("menu-background") ?? Sprite.Texture;
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}
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}
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}
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}
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