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Merge branch 'master' into fix-access-denied-test-failures

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Bartłomiej Dach 2021-07-10 13:00:27 +02:00 committed by GitHub
commit 1bd5b1a8b9
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6 changed files with 200 additions and 18 deletions

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@ -1,9 +1,12 @@
// 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
@ -24,15 +27,20 @@ namespace osu.Game.Rulesets.Catch.Edit
var blueprint = moveEvent.Blueprint;
Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint);
Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
float deltaX = targetPosition.X - originalPosition.X;
deltaX = limitMovement(deltaX, EditorBeatmap.SelectedHitObjects);
if (deltaX == 0)
{
// Even if there is no positional change, there may be a time change.
return true;
}
EditorBeatmap.PerformOnSelection(h =>
{
if (!(h is CatchHitObject hitObject)) return;
if (hitObject is BananaShower) return;
// TODO: confine in bounds
hitObject.OriginalX += deltaX;
// Move the nested hit objects to give an instant result before nested objects are recreated.
@ -42,5 +50,67 @@ namespace osu.Game.Rulesets.Catch.Edit
return true;
}
/// <summary>
/// Limit positional movement of the objects by the constraint that moved objects should stay in bounds.
/// </summary>
/// <param name="deltaX">The positional movement.</param>
/// <param name="movingObjects">The objects to be moved.</param>
/// <returns>The positional movement with the restriction applied.</returns>
private float limitMovement(float deltaX, IEnumerable<HitObject> movingObjects)
{
float minX = float.PositiveInfinity;
float maxX = float.NegativeInfinity;
foreach (float x in movingObjects.SelectMany(getOriginalPositions))
{
minX = Math.Min(minX, x);
maxX = Math.Max(maxX, x);
}
// To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied.
// Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`.
// We only need to apply the inequality to extreme values of `x`.
float lowerBound = -minX;
float upperBound = CatchPlayfield.WIDTH - maxX;
// The inequality may be unsatisfiable if the objects were already out of bounds.
// In that case, don't move objects at all.
if (lowerBound > upperBound)
return 0;
return Math.Clamp(deltaX, lowerBound, upperBound);
}
/// <summary>
/// Enumerate X positions that should be contained in-bounds after move offset is applied.
/// </summary>
private IEnumerable<float> getOriginalPositions(HitObject hitObject)
{
switch (hitObject)
{
case Fruit fruit:
yield return fruit.OriginalX;
break;
case JuiceStream juiceStream:
foreach (var nested in juiceStream.NestedHitObjects.OfType<CatchHitObject>())
{
// Even if `OriginalX` is outside the playfield, tiny droplets can be moved inside the playfield after the random offset application.
if (!(nested is TinyDroplet))
yield return nested.OriginalX;
}
break;
case BananaShower _:
// A banana shower occupies the whole screen width.
// If the selection contains a banana shower, the selection cannot be moved horizontally.
yield return 0;
yield return CatchPlayfield.WIDTH;
break;
}
}
}
}

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@ -11,7 +11,6 @@ using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.Break;
using osu.Game.Screens.Ranking;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
@ -36,18 +35,6 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("rewind", () => Player.GameplayClockContainer.Seek(-80000));
AddUntilStep("key counter reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
double? time = null;
AddStep("store time", () => time = Player.GameplayClockContainer.GameplayClock.CurrentTime);
// test seek via keyboard
AddStep("seek with right arrow key", () => InputManager.Key(Key.Right));
AddAssert("time seeked forward", () => Player.GameplayClockContainer.GameplayClock.CurrentTime > time + 2000);
AddStep("store time", () => time = Player.GameplayClockContainer.GameplayClock.CurrentTime);
AddStep("seek with left arrow key", () => InputManager.Key(Key.Left));
AddAssert("time seeked backward", () => Player.GameplayClockContainer.GameplayClock.CurrentTime < time);
seekToBreak(0);
seekToBreak(1);

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@ -0,0 +1,87 @@
// 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.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneReplayPlayer : RateAdjustedBeatmapTestScene
{
protected TestReplayPlayer Player;
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Initialise player", () => Player = CreatePlayer(new OsuRuleset()));
AddStep("Load player", () => LoadScreen(Player));
AddUntilStep("player loaded", () => Player.IsLoaded);
}
[Test]
public void TestPause()
{
double? lastTime = null;
AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
AddStep("Pause playback", () => InputManager.Key(Key.Space));
AddUntilStep("Time stopped progressing", () =>
{
double current = Player.GameplayClockContainer.CurrentTime;
bool changed = lastTime != current;
lastTime = current;
return !changed;
});
AddWaitStep("wait some", 10);
AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime);
}
[Test]
public void TestSeekBackwards()
{
double? lastTime = null;
AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
AddStep("Seek backwards", () =>
{
lastTime = Player.GameplayClockContainer.CurrentTime;
InputManager.Key(Key.Left);
});
AddAssert("Jumped backwards", () => Player.GameplayClockContainer.CurrentTime - lastTime < 0);
}
[Test]
public void TestSeekForwards()
{
double? lastTime = null;
AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
AddStep("Seek forwards", () =>
{
lastTime = Player.GameplayClockContainer.CurrentTime;
InputManager.Key(Key.Right);
});
AddAssert("Jumped forwards", () => Player.GameplayClockContainer.CurrentTime - lastTime > 500);
}
protected TestReplayPlayer CreatePlayer(Ruleset ruleset)
{
Beatmap.Value = CreateWorkingBeatmap(ruleset.RulesetInfo);
SelectedMods.Value = new[] { ruleset.GetAutoplayMod() };
return new TestReplayPlayer(false);
}
}
}

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@ -87,6 +87,8 @@ namespace osu.Game.Input.Bindings
new KeyBinding(new[] { InputKey.Shift, InputKey.Tab }, GlobalAction.ToggleInGameInterface),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
new KeyBinding(InputKey.Space, GlobalAction.TogglePauseReplay),
new KeyBinding(InputKey.Left, GlobalAction.SeekReplayBackward),
new KeyBinding(InputKey.Right, GlobalAction.SeekReplayForward),
new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
};
@ -272,5 +274,11 @@ namespace osu.Game.Input.Bindings
[Description("Next volume meter")]
NextVolumeMeter,
[Description("Seek replay forward")]
SeekReplayForward,
[Description("Seek replay backward")]
SeekReplayBackward,
}
}

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@ -3,11 +3,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Input.Bindings;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
@ -43,10 +47,24 @@ namespace osu.Game.Screens.Play
protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, false);
private ScheduledDelegate keyboardSeekDelegate;
public bool OnPressed(GlobalAction action)
{
const double keyboard_seek_amount = 5000;
switch (action)
{
case GlobalAction.SeekReplayBackward:
keyboardSeekDelegate?.Cancel();
keyboardSeekDelegate = this.BeginKeyRepeat(Scheduler, () => keyboardSeek(-1));
return true;
case GlobalAction.SeekReplayForward:
keyboardSeekDelegate?.Cancel();
keyboardSeekDelegate = this.BeginKeyRepeat(Scheduler, () => keyboardSeek(1));
return true;
case GlobalAction.TogglePauseReplay:
if (GameplayClockContainer.IsPaused.Value)
GameplayClockContainer.Start();
@ -56,10 +74,24 @@ namespace osu.Game.Screens.Play
}
return false;
void keyboardSeek(int direction)
{
double target = Math.Clamp(GameplayClockContainer.CurrentTime + direction * keyboard_seek_amount, 0, GameplayBeatmap.HitObjects.Last().GetEndTime());
Seek(target);
}
}
public void OnReleased(GlobalAction action)
{
switch (action)
{
case GlobalAction.SeekReplayBackward:
case GlobalAction.SeekReplayForward:
keyboardSeekDelegate?.Cancel();
break;
}
}
}
}

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@ -57,8 +57,6 @@ namespace osu.Game.Screens.Play
set => CurrentNumber.Value = value;
}
protected override bool AllowKeyboardInputWhenNotHovered => true;
public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
{
CurrentNumber.MinValue = 0;