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mirror of https://github.com/ppy/osu.git synced 2024-12-14 13:22:55 +08:00

Merge branch 'improve-hud-hiding' into cinema-mod

This commit is contained in:
Dean Herbert 2019-12-12 16:12:19 +09:00
commit 37a94988a3
23 changed files with 339 additions and 244 deletions

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@ -54,6 +54,6 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.1010.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2019.1210.1" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2019.1212.0" />
</ItemGroup>
</Project>

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@ -2,23 +2,21 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Catch.Scoring
{
public class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
public class CatchScoreProcessor : ScoreProcessor
{
public CatchScoreProcessor(DrawableRuleset<CatchHitObject> drawableRuleset)
: base(drawableRuleset)
public CatchScoreProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
private float hpDrainRate;
protected override void ApplyBeatmap(Beatmap<CatchHitObject> beatmap)
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);

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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Catch.UI
TimeRange.Value = BeatmapDifficulty.DifficultyRange(beatmap.Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450);
}
public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor(this);
public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor(Beatmap);
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay);

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@ -3,13 +3,11 @@
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.Scoring
{
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
internal class ManiaScoreProcessor : ScoreProcessor
{
/// <summary>
/// The hit HP multiplier at OD = 0.
@ -51,12 +49,12 @@ namespace osu.Game.Rulesets.Mania.Scoring
/// </summary>
private double hpMultiplier = 1;
public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
: base(drawableRuleset)
public ManiaScoreProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyBeatmap(Beatmap<ManiaHitObject> beatmap)
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
@ -65,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
}
protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
protected override void SimulateAutoplay(IBeatmap beatmap)
{
while (true)
{

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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Mania.UI
protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(Beatmap);
public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;

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@ -5,22 +5,20 @@ using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.Scoring
{
internal class OsuScoreProcessor : ScoreProcessor<OsuHitObject>
internal class OsuScoreProcessor : ScoreProcessor
{
public OsuScoreProcessor(DrawableRuleset<OsuHitObject> drawableRuleset)
: base(drawableRuleset)
public OsuScoreProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
private float hpDrainRate;
protected override void ApplyBeatmap(Beatmap<OsuHitObject> beatmap)
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);

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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.UI
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(this);
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(Beatmap);
protected override Playfield CreatePlayfield() => new OsuPlayfield();

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@ -1,15 +1,15 @@
// 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Taiko.Scoring
{
internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
internal class TaikoScoreProcessor : ScoreProcessor
{
/// <summary>
/// A value used for calculating <see cref="hpMultiplier"/>.
@ -31,16 +31,16 @@ namespace osu.Game.Rulesets.Taiko.Scoring
/// </summary>
private double hpMissMultiplier;
public TaikoScoreProcessor(DrawableRuleset<TaikoHitObject> drawableRuleset)
: base(drawableRuleset)
public TaikoScoreProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyBeatmap(Beatmap<TaikoHitObject> beatmap)
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
}

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@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.UI
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
}
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(Beatmap);
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer();

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@ -0,0 +1,81 @@
// 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneHUDOverlay : ManualInputManagerTestScene
{
private HUDOverlay hudOverlay;
private Drawable hideTarget => hudOverlay.KeyCounter; // best way of checking hideTargets without exposing.
[Resolved]
private OsuConfigManager config { get; set; }
[Test]
public void TestShownByDefault()
{
createNew();
AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
}
[Test]
public void TestFadesInOnLoadComplete()
{
float? initialAlpha = null;
createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
AddUntilStep("wait for load", () => hudOverlay.IsAlive);
AddAssert("initial alpha was less than 1", () => initialAlpha != null && initialAlpha < 1);
}
[Test]
public void TestHideExternally()
{
createNew();
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
}
[Test]
public void TestExternalHideDoesntAffectConfig()
{
bool originalConfigValue = false;
createNew();
AddStep("get original config value", () => originalConfigValue = config.Get<bool>(OsuSetting.ShowInterface));
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true);
AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
}
private void createNew(Action<HUDOverlay> action = null)
{
AddStep("create overlay", () =>
{
Child = hudOverlay = new HUDOverlay(null, null, Array.Empty<Mod>());
action?.Invoke(hudOverlay);
});
}
}
}

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@ -5,7 +5,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using osu.Framework.IO.File;
using osu.Framework.Extensions;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Beatmaps.ControlPoints;
@ -112,7 +112,7 @@ namespace osu.Game.Beatmaps.Formats
switch (pair.Key)
{
case @"AudioFilename":
metadata.AudioFile = FileSafety.PathStandardise(pair.Value);
metadata.AudioFile = pair.Value.ToStandardisedPath();
break;
case @"AudioLeadIn":
@ -300,12 +300,12 @@ namespace osu.Game.Beatmaps.Formats
{
case EventType.Background:
string bgFilename = split[2].Trim('"');
beatmap.BeatmapInfo.Metadata.BackgroundFile = FileSafety.PathStandardise(bgFilename);
beatmap.BeatmapInfo.Metadata.BackgroundFile = bgFilename.ToStandardisedPath();
break;
case EventType.Video:
string videoFilename = split[2].Trim('"');
beatmap.BeatmapInfo.Metadata.VideoFile = FileSafety.PathStandardise(videoFilename);
beatmap.BeatmapInfo.Metadata.VideoFile = videoFilename.ToStandardisedPath();
break;
case EventType.Break:

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@ -8,8 +8,8 @@ using System.IO;
using System.Linq;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.IO.File;
using osu.Game.IO;
using osu.Game.Storyboards;
@ -335,6 +335,6 @@ namespace osu.Game.Beatmaps.Formats
}
}
private string cleanFilename(string path) => FileSafety.PathStandardise(path.Trim('"'));
private string cleanFilename(string path) => path.Trim('"').ToStandardisedPath();
}
}

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@ -7,7 +7,6 @@ using osu.Game.Rulesets.Mods;
using System;
using System.Collections.Generic;
using osu.Game.Storyboards;
using osu.Framework.IO.File;
using System.IO;
using System.Linq;
using System.Threading;
@ -83,7 +82,10 @@ namespace osu.Game.Beatmaps
/// <returns>The absolute path of the output file.</returns>
public string Save()
{
var path = FileSafety.GetTempPath(Guid.NewGuid().ToString().Replace("-", string.Empty) + ".json");
string directory = Path.Combine(Path.GetTempPath(), @"osu!");
Directory.CreateDirectory(directory);
var path = Path.Combine(directory, Guid.NewGuid().ToString().Replace("-", string.Empty) + ".json");
using (var sw = new StreamWriter(path))
sw.WriteLine(Beatmap.Serialize());
return path;

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@ -13,7 +13,6 @@ using Microsoft.EntityFrameworkCore;
using osu.Framework;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.IO.File;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Threading;
@ -493,7 +492,7 @@ namespace osu.Game.Database
{
fileInfos.Add(new TFileModel
{
Filename = FileSafety.PathStandardise(file.Substring(prefix.Length)),
Filename = file.Substring(prefix.Length).ToStandardisedPath(),
FileInfo = files.Add(s)
});
}

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@ -149,8 +149,16 @@ namespace osu.Game.Database
lock (writeLock)
{
recycleThreadContexts();
try
{
storage.DeleteDatabase(database_name);
}
catch
{
// for now we are not sure why file handles are kept open by EF, but this is generally only used in testing
}
}
}
}
}

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@ -13,13 +13,16 @@ using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Scoring
{
public abstract class ScoreProcessor
public class ScoreProcessor
{
private const double base_portion = 0.3;
private const double combo_portion = 0.7;
private const double max_score = 1000000;
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
@ -67,11 +70,6 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Create a <see cref="HitWindows"/> for this processor.
/// </summary>
public virtual HitWindows CreateHitWindows() => new HitWindows();
/// <summary>
/// The current rank.
/// </summary>
@ -90,132 +88,23 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public virtual bool HasCompleted => false;
/// <summary>
/// The total number of judged <see cref="HitObject"/>s at the current point in time.
/// </summary>
public int JudgedHits { get; protected set; }
public bool HasCompleted => JudgedHits == MaxHits;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public virtual bool HasFailed { get; private set; }
public bool HasFailed { get; private set; }
/// <summary>
/// The default conditions for failing.
/// The maximum number of hits that can be judged.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Accuracy.ValueChanged += delegate
{
Rank.Value = rankFrom(Accuracy.Value);
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
Rank.Value = mod.AdjustRank(Rank.Value, Accuracy.Value);
};
}
private ScoreRank rankFrom(double acc)
{
if (acc == 1)
return ScoreRank.X;
if (acc > 0.95)
return ScoreRank.S;
if (acc > 0.9)
return ScoreRank.A;
if (acc > 0.8)
return ScoreRank.B;
if (acc > 0.7)
return ScoreRank.C;
return ScoreRank.D;
}
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
TotalScore.Value = 0;
Accuracy.Value = 1;
Health.Value = 1;
Combo.Value = 0;
Rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
JudgedHits = 0;
HasFailed = false;
}
/// <summary>
/// Checks if the score is in a failed state and notifies subscribers.
/// <para>
/// This can only ever notify subscribers once.
/// </para>
/// </summary>
protected void UpdateFailed(JudgementResult result)
{
if (HasFailed)
return;
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
if (Failed?.Invoke() != false)
HasFailed = true;
}
/// <summary>
/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
/// </summary>
/// <param name="result">The judgement scoring result to notify subscribers of.</param>
protected void NotifyNewJudgement(JudgementResult result)
{
NewJudgement?.Invoke(result);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <summary>
/// Retrieve a score populated with data for the current play this processor is responsible for.
/// </summary>
public virtual void PopulateScore(ScoreInfo score)
{
score.TotalScore = (long)Math.Round(TotalScore.Value);
score.Combo = Combo.Value;
score.MaxCombo = HighestCombo.Value;
score.Accuracy = Math.Round(Accuracy.Value, 4);
score.Rank = Rank.Value;
score.Date = DateTimeOffset.Now;
var hitWindows = CreateHitWindows();
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
score.Statistics[result] = GetStatistic(result);
}
public abstract int GetStatistic(HitResult result);
public abstract double GetStandardisedScore();
}
public class ScoreProcessor<TObject> : ScoreProcessor
where TObject : HitObject
{
private const double base_portion = 0.3;
private const double combo_portion = 0.7;
private const double max_score = 1000000;
public sealed override bool HasCompleted => JudgedHits == MaxHits;
protected int MaxHits { get; private set; }
/// <summary>
/// The total number of judged <see cref="HitObject"/>s at the current point in time.
/// </summary>
public int JudgedHits { get; private set; }
private double maxHighestCombo;
private double maxBaseScore;
@ -225,17 +114,22 @@ namespace osu.Game.Rulesets.Scoring
private double scoreMultiplier = 1;
public ScoreProcessor(DrawableRuleset<TObject> drawableRuleset)
public ScoreProcessor(IBeatmap beatmap)
{
Debug.Assert(base_portion + combo_portion == 1.0);
drawableRuleset.OnNewResult += applyResult;
drawableRuleset.OnRevertResult += revertResult;
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy =>
{
Rank.Value = rankFrom(accuracy.NewValue);
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
};
ApplyBeatmap(drawableRuleset.Beatmap);
ApplyBeatmap(beatmap);
Reset(false);
SimulateAutoplay(drawableRuleset.Beatmap);
SimulateAutoplay(beatmap);
Reset(true);
if (maxBaseScore == 0 || maxHighestCombo == 0)
@ -257,19 +151,19 @@ namespace osu.Game.Rulesets.Scoring
}
/// <summary>
/// Applies any properties of the <see cref="Beatmap{TObject}"/> which affect scoring to this <see cref="ScoreProcessor{TObject}"/>.
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> to read properties from.</param>
protected virtual void ApplyBeatmap(Beatmap<TObject> beatmap)
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
protected virtual void ApplyBeatmap(IBeatmap beatmap)
{
}
/// <summary>
/// Simulates an autoplay of the <see cref="Beatmap{TObject}"/> to determine scoring values.
/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
/// </summary>
/// <remarks>This provided temporarily. DO NOT USE.</remarks>
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> to simulate.</param>
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap)
/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
protected virtual void SimulateAutoplay(IBeatmap beatmap)
{
foreach (var obj in beatmap.HitObjects)
simulate(obj);
@ -289,7 +183,7 @@ namespace osu.Game.Rulesets.Scoring
result.Type = judgement.MaxResult;
applyResult(result);
ApplyResult(result);
}
}
@ -297,22 +191,26 @@ namespace osu.Game.Rulesets.Scoring
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
private void applyResult(JudgementResult result)
public void ApplyResult(JudgementResult result)
{
ApplyResult(result);
updateScore();
ApplyResultInternal(result);
UpdateFailed(result);
NotifyNewJudgement(result);
updateScore();
updateFailed(result);
NewJudgement?.Invoke(result);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
private void revertResult(JudgementResult result)
public void RevertResult(JudgementResult result)
{
RevertResult(result);
RevertResultInternal(result);
updateScore();
}
@ -322,10 +220,10 @@ namespace osu.Game.Rulesets.Scoring
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <remarks>
/// Any changes applied via this method can be reverted via <see cref="RevertResult"/>.
/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
/// </remarks>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
protected virtual void ApplyResult(JudgementResult result)
protected virtual void ApplyResultInternal(JudgementResult result)
{
result.ComboAtJudgement = Combo.Value;
result.HighestComboAtJudgement = HighestCombo.Value;
@ -372,10 +270,10 @@ namespace osu.Game.Rulesets.Scoring
}
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResult"/>.
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
protected virtual void RevertResult(JudgementResult result)
protected virtual void RevertResultInternal(JudgementResult result)
{
Combo.Value = result.ComboAtJudgement;
HighestCombo.Value = result.HighestComboAtJudgement;
@ -432,11 +330,49 @@ namespace osu.Game.Rulesets.Scoring
}
}
public override int GetStatistic(HitResult result) => scoreResultCounts.GetOrDefault(result);
/// <summary>
/// Checks if the score is in a failed state and notifies subscribers.
/// <para>
/// This can only ever notify subscribers once.
/// </para>
/// </summary>
private void updateFailed(JudgementResult result)
{
if (HasFailed)
return;
public override double GetStandardisedScore() => getScore(ScoringMode.Standardised);
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
protected override void Reset(bool storeResults)
if (Failed?.Invoke() != false)
HasFailed = true;
}
private ScoreRank rankFrom(double acc)
{
if (acc == 1)
return ScoreRank.X;
if (acc > 0.95)
return ScoreRank.S;
if (acc > 0.9)
return ScoreRank.A;
if (acc > 0.8)
return ScoreRank.B;
if (acc > 0.7)
return ScoreRank.C;
return ScoreRank.D;
}
public int GetStatistic(HitResult result) => scoreResultCounts.GetOrDefault(result);
public double GetStandardisedScore() => getScore(ScoringMode.Standardised);
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
scoreResultCounts.Clear();
@ -447,13 +383,49 @@ namespace osu.Game.Rulesets.Scoring
maxBaseScore = baseScore;
}
base.Reset(storeResults);
JudgedHits = 0;
baseScore = 0;
rollingMaxBaseScore = 0;
bonusScore = 0;
TotalScore.Value = 0;
Accuracy.Value = 1;
Health.Value = 1;
Combo.Value = 0;
Rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
HasFailed = false;
}
/// <summary>
/// Retrieve a score populated with data for the current play this processor is responsible for.
/// </summary>
public virtual void PopulateScore(ScoreInfo score)
{
score.TotalScore = (long)Math.Round(TotalScore.Value);
score.Combo = Combo.Value;
score.MaxCombo = HighestCombo.Value;
score.Accuracy = Math.Round(Accuracy.Value, 4);
score.Rank = Rank.Value;
score.Date = DateTimeOffset.Now;
var hitWindows = CreateHitWindows();
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
score.Statistics[result] = GetStatistic(result);
}
/// <summary>
/// The default conditions for failing.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
/// <summary>
/// Create a <see cref="HitWindows"/> for this processor.
/// </summary>
public virtual HitWindows CreateHitWindows() => new HitWindows();
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>

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@ -45,6 +45,10 @@ namespace osu.Game.Rulesets.UI
public abstract class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachKeyCounter
where TObject : HitObject
{
public override event Action<JudgementResult> OnNewResult;
public override event Action<JudgementResult> OnRevertResult;
/// <summary>
/// The selected variant.
/// </summary>
@ -91,16 +95,6 @@ namespace osu.Game.Rulesets.UI
}
}
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<JudgementResult> OnNewResult;
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<JudgementResult> OnRevertResult;
/// <summary>
/// The beatmap.
/// </summary>
@ -309,7 +303,7 @@ namespace osu.Game.Rulesets.UI
/// <returns>The Playfield.</returns>
protected abstract Playfield CreatePlayfield();
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(Beatmap);
/// <summary>
/// Applies the active mods to this DrawableRuleset.
@ -366,6 +360,16 @@ namespace osu.Game.Rulesets.UI
/// </summary>
public abstract class DrawableRuleset : CompositeDrawable
{
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
/// </summary>
public abstract event Action<JudgementResult> OnNewResult;
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
/// </summary>
public abstract event Action<JudgementResult> OnRevertResult;
/// <summary>
/// Whether a replay is currently loaded.
/// </summary>

View File

@ -4,7 +4,6 @@
using System;
using osuTK.Graphics;
using osu.Framework.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
@ -29,14 +28,13 @@ using osu.Game.Input.Bindings;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Screens.Play;
using osu.Game.Users;
namespace osu.Game.Screens.Edit
{
public class Editor : OsuScreen, IKeyBindingHandler<GlobalAction>
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
{
protected override BackgroundScreen CreateBackground() => new BackgroundScreenCustom(@"Backgrounds/bg4");
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
@ -250,8 +248,12 @@ namespace osu.Game.Screens.Edit
{
base.OnEntering(last);
// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
Background.FadeColour(Color4.DarkGray, 500);
Background.EnableUserDim.Value = false;
Background.BlurAmount.Value = 0;
resetTrack(true);
}

View File

@ -31,6 +31,7 @@ namespace osu.Game.Screens.Play.HUD
RelativeSizeAxes = Axes.Both;
if (processor != null)
processor.NewJudgement += onNewJudgement;
}
@ -96,6 +97,8 @@ namespace osu.Game.Screens.Play.HUD
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (processor != null)
processor.NewJudgement -= onNewJudgement;
}
}

View File

@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
@ -23,8 +24,8 @@ namespace osu.Game.Screens.Play
{
public class HUDOverlay : Container
{
private const int duration = 250;
private const Easing easing = Easing.OutQuint;
private const int fade_duration = 400;
private const Easing fade_easing = Easing.Out;
public readonly KeyCounterDisplay KeyCounter;
public readonly RollingCounter<int> ComboCounter;
@ -43,8 +44,15 @@ namespace osu.Game.Screens.Play
private readonly DrawableRuleset drawableRuleset;
private readonly IReadOnlyList<Mod> mods;
private Bindable<bool> showHud;
/// <summary>
/// Whether the elements that can optionally be hidden should be visible.
/// </summary>
public Bindable<bool> ShowHud { get; } = new BindableBool();
private Bindable<bool> configShowHud;
private readonly Container visibilityContainer;
private readonly BindableBool replayLoaded = new BindableBool();
private static bool hasShownNotificationOnce;
@ -53,6 +61,8 @@ namespace osu.Game.Screens.Play
private readonly Container topScoreContainer;
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
{
this.scoreProcessor = scoreProcessor;
@ -73,8 +83,6 @@ namespace osu.Game.Screens.Play
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
AutoSizeDuration = 200,
AutoSizeEasing = Easing.Out,
Children = new Drawable[]
{
AccuracyCounter = CreateAccuracyCounter(),
@ -86,15 +94,17 @@ namespace osu.Game.Screens.Play
Progress = CreateProgress(),
ModDisplay = CreateModsContainer(),
HitErrorDisplay = CreateHitErrorDisplayOverlay(),
PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
}
},
PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
new FillFlowContainer
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Position = -new Vector2(5, TwoLayerButton.SIZE_RETRACTED.Y),
AutoSizeAxes = Axes.Both,
AutoSizeDuration = fade_duration,
AutoSizeEasing = fade_easing,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
@ -108,34 +118,24 @@ namespace osu.Game.Screens.Play
[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
{
if (scoreProcessor != null)
BindProcessor(scoreProcessor);
if (drawableRuleset != null)
{
BindDrawableRuleset(drawableRuleset);
Progress.Objects = drawableRuleset.Objects;
Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
Progress.RequestSeek = time => RequestSeek(time);
Progress.ReferenceClock = drawableRuleset.FrameStableClock;
}
ModDisplay.Current.Value = mods;
showHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
showHud.BindValueChanged(visible => visibilityContainer.FadeTo(visible.NewValue ? 1 : 0, duration, easing), true);
configShowHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
ShowHealthbar.BindValueChanged(healthBar =>
{
if (healthBar.NewValue)
{
HealthDisplay.FadeIn(duration, easing);
topScoreContainer.MoveToY(30, duration, easing);
}
else
{
HealthDisplay.FadeOut(duration, easing);
topScoreContainer.MoveToY(0, duration, easing);
}
}, true);
if (!showHud.Value && !hasShownNotificationOnce)
if (!configShowHud.Value && !hasShownNotificationOnce)
{
hasShownNotificationOnce = true;
@ -144,12 +144,39 @@ namespace osu.Game.Screens.Play
Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
});
}
// start all elements hidden
hideTargets.ForEach(d => d.Hide());
}
public override void Hide() => throw new InvalidOperationException($"{nameof(HUDOverlay)} should not be hidden as it will remove the ability of a user to quit. Use {nameof(ShowHud)} instead.");
protected override void LoadComplete()
{
base.LoadComplete();
ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, fade_duration, fade_easing)));
ShowHealthbar.BindValueChanged(healthBar =>
{
if (healthBar.NewValue)
{
HealthDisplay.FadeIn(fade_duration, fade_easing);
topScoreContainer.MoveToY(30, fade_duration, fade_easing);
}
else
{
HealthDisplay.FadeOut(fade_duration, fade_easing);
topScoreContainer.MoveToY(0, fade_duration, fade_easing);
}
}, true);
configShowHud.BindValueChanged(visible =>
{
if (!ShowHud.Disabled)
ShowHud.Value = visible.NewValue;
}, true);
replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
}
@ -189,7 +216,7 @@ namespace osu.Game.Screens.Play
switch (e.Key)
{
case Key.Tab:
showHud.Value = !showHud.Value;
configShowHud.Value = !configShowHud.Value;
return true;
}
}
@ -257,7 +284,7 @@ namespace osu.Game.Screens.Play
Margin = new MarginPadding { Top = 20, Right = 10 },
};
protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset.FirstAvailableHitWindows);
protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset?.FirstAvailableHitWindows);
protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();

View File

@ -140,6 +140,9 @@ namespace osu.Game.Screens.Play
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.OnNewResult += ScoreProcessor.ApplyResult;
DrawableRuleset.OnRevertResult += ScoreProcessor.RevertResult;
// Bind ScoreProcessor to ourselves
ScoreProcessor.AllJudged += onCompletion;
ScoreProcessor.Failed += onFail;

View File

@ -23,7 +23,7 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.1010.0" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1210.1" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1212.0" />
<PackageReference Include="Sentry" Version="1.2.0" />
<PackageReference Include="SharpCompress" Version="0.24.0" />
<PackageReference Include="NUnit" Version="3.12.0" />

View File

@ -74,7 +74,7 @@
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.1010.0" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.1210.1" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.1212.0" />
</ItemGroup>
<!-- Xamarin.iOS does not automatically handle transitive dependencies from NuGet packages. -->
<ItemGroup Label="Transitive Dependencies">
@ -82,7 +82,7 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1210.1" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1212.0" />
<PackageReference Include="SharpCompress" Version="0.24.0" />
<PackageReference Include="NUnit" Version="3.12.0" />
<PackageReference Include="SharpRaven" Version="2.4.0" />