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Merge branch 'master' into brace-escaping-in-links

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Dan Balasescu 2019-09-04 13:57:39 +09:00 committed by GitHub
commit 1aead3cda8
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11 changed files with 145 additions and 143 deletions

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@ -60,7 +60,7 @@
<Reference Include="Java.Interop" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2019.830.1" />
</ItemGroup>
</Project>

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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Catch.Tests
{
switch (component.LookupName)
{
case "Gameplay/Catch/fruit-catcher-idle":
case "Gameplay/catch/fruit-catcher-idle":
return new CatcherCustomSkin();
}

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@ -5,6 +5,7 @@ using System;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Judgements;
namespace osu.Game.Rulesets.Osu.Objects
@ -28,5 +29,7 @@ namespace osu.Game.Rulesets.Osu.Objects
}
public override Judgement CreateJudgement() => new OsuJudgement();
protected override HitWindows CreateHitWindows() => null;
}
}

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@ -23,5 +23,7 @@ namespace osu.Game.Rulesets.Osu.Objects
}
public override Judgement CreateJudgement() => new OsuSliderTailJudgement();
protected override HitWindows CreateHitWindows() => null;
}
}

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@ -143,7 +143,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
// Normal and clap samples are handled by the drum
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
protected override string SampleNamespace => "Taiko";
protected override string SampleNamespace => "taiko";
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();

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@ -132,10 +132,10 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
{
rim.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-inner-hit");
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;

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@ -3,12 +3,13 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Screens.Play;
using osuTK;
@ -16,7 +17,7 @@ using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
[Description("player pause/fail screens")]
[System.ComponentModel.Description("player pause/fail screens")]
public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
@ -29,57 +30,118 @@ namespace osu.Game.Tests.Visual.Gameplay
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
Child = globalActionContainer = new GlobalActionContainer(game)
{
Children = new Drawable[]
{
pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
},
failOverlay = new FailOverlay
Child = globalActionContainer = new GlobalActionContainer(game);
}
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
}
[SetUp]
public void SetUp() => Schedule(() =>
{
globalActionContainer.Children = new Drawable[]
{
pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
},
failOverlay = new FailOverlay
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
}
};
InputManager.MoveMouseTo(Vector2.Zero);
});
[Test]
public void TestAdjustRetryCount()
{
showOverlay();
var retryCount = 0;
AddStep("Add retry", () =>
AddRepeatStep("Add retry", () =>
{
retryCount++;
pauseOverlay.Retries = failOverlay.Retries = retryCount;
});
}, 10);
}
AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// </summary>
[Test]
public void TestEnterWithoutSelection()
{
showOverlay();
testHideResets();
AddStep("Press select", () => press(GlobalAction.Select));
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
}
testEnterWithoutSelection();
testKeyUpFromInitial();
testKeyDownFromInitial();
testKeyUpWrapping();
testKeyDownWrapping();
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
[Test]
public void TestKeyUpFromInitial()
{
showOverlay();
testMouseSelectionAfterKeySelection();
testKeySelectionAfterMouseSelection();
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
}
testMouseDeselectionResets();
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
[Test]
public void TestKeyDownFromInitial()
{
showOverlay();
testClickSelection();
testEnterKeySelection();
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
[Test]
public void TestKeyUpWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
[Test]
public void TestKeyDownWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
}
/// <summary>
/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
/// </summary>
private void testHideResets()
[Test]
public void TestHideResets()
{
AddStep("Show overlay", () => failOverlay.Show());
@ -90,141 +152,73 @@ namespace osu.Game.Tests.Visual.Gameplay
}
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// Tests that entering menu with cursor initially on button selects it.
/// </summary>
private void testEnterWithoutSelection()
[Test]
public void TestInitialButtonHover()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
AddStep("Press select", () => press(GlobalAction.Select));
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0)));
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
showOverlay();
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
private void testKeyUpFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
private void testKeyDownFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyUpWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Hide overlay", () => failOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyDownWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => failOverlay.Hide());
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
/// </summary>
private void testMouseSelectionAfterKeySelection()
[Test]
public void TestMouseSelectionAfterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var secondButton = pauseOverlay.Buttons.Skip(1).First();
showOverlay();
AddStep("Down arrow", () => press(Key.Down));
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected.Value);
AddAssert("Second button selected", () => secondButton.Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddAssert("First button not selected", () => !getButton(0).Selected.Value);
AddAssert("Second button selected", () => getButton(1).Selected.Value);
}
/// <summary>
/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
/// </summary>
private void testKeySelectionAfterMouseSelection()
[Test]
public void TestKeySelectionAfterMouseSelection()
{
AddStep("Show overlay", () =>
{
pauseOverlay.Show();
InputManager.MoveMouseTo(Vector2.Zero);
});
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Second button not selected", () => !secondButton.Selected.Value);
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddAssert("Second button not selected", () => !getButton(1).Selected.Value);
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
/// </summary>
private void testMouseDeselectionResets()
[Test]
public void TestMouseDeselectionResets()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); // Initial state condition
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddAssert("First button selected", () => getButton(0).Selected.Value); // Initial state condition
}
/// <summary>
/// Tests that clicking on a button correctly causes a click event for that button.
/// </summary>
private void testClickSelection()
[Test]
public void TestClickSelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var retryButton = pauseOverlay.Buttons.Skip(1).First();
showOverlay();
bool triggered = false;
AddStep("Click retry button", () =>
@ -232,7 +226,7 @@ namespace osu.Game.Tests.Visual.Gameplay
var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true;
retryButton.Click();
getButton(1).Click();
pauseOverlay.OnRetry = lastAction;
});
@ -243,9 +237,10 @@ namespace osu.Game.Tests.Visual.Gameplay
/// <summary>
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
/// </summary>
private void testEnterKeySelection()
[Test]
public void TestEnterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
AddStep("Select second button", () =>
{
@ -275,6 +270,10 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
}
private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
private void press(Key key)
{
InputManager.PressKey(key);

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@ -34,12 +34,12 @@ namespace osu.Game.Graphics.UserInterface
this.buttons = buttons ?? new[] { MouseButton.Left };
}
protected override bool OnMouseUp(MouseUpEvent e)
protected override bool OnClick(ClickEvent e)
{
if (buttons.Contains(e.Button) && Contains(e.ScreenSpaceMousePosition))
sampleClick?.Play();
return base.OnMouseUp(e);
return base.OnClick(e);
}
[BackgroundDependencyLoader]

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@ -304,8 +304,6 @@ namespace osu.Game.Screens.Play
private class Button : DialogButton
{
protected override bool OnHover(HoverEvent e) => true;
protected override bool OnMouseMove(MouseMoveEvent e)
{
Selected.Value = true;

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@ -14,7 +14,7 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.2" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
<PackageReference Include="ppy.osu.Framework" Version="2019.830.1" />
<PackageReference Include="SharpCompress" Version="0.24.0" />
<PackageReference Include="NUnit" Version="3.12.0" />

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@ -117,7 +117,7 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.1" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.1" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
<PackageReference Include="ppy.osu.Framework" Version="2019.830.1" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.830.1" />
<PackageReference Include="SharpCompress" Version="0.24.0" />