1
0
mirror of https://github.com/ppy/osu.git synced 2025-03-13 09:57:20 +08:00

Merge branch 'master' into editorfix

This commit is contained in:
TaterToes 2024-10-11 12:46:21 -04:00 committed by GitHub
commit 37b1ad2392
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
4 changed files with 197 additions and 47 deletions

View File

@ -79,5 +79,114 @@ namespace osu.Game.Tests.Visual.Menus
trackChangeQueue.Peek().changeDirection == TrackChangeDirection.Next);
AddAssert("track actually changed", () => !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
[Test]
public void TestShuffleBackwards()
{
Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
{
// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
beatmap.Length = 60_000;
}));
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddAssert("no track change", () => trackChangeQueue.Count == 0);
AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () =>
trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
[Test]
public void TestShuffleForwards()
{
Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
{
// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
beatmap.Length = 60_000;
}));
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () =>
trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
[Test]
public void TestShuffleBackAndForth()
{
Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
{
// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
beatmap.Length = 60_000;
}));
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () =>
trackChangeQueue.Count == 2 && !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
}
}

View File

@ -74,6 +74,7 @@ namespace osu.Game.Overlays
private readonly Bindable<RandomSelectAlgorithm> randomSelectAlgorithm = new Bindable<RandomSelectAlgorithm>();
private readonly List<Live<BeatmapSetInfo>> previousRandomSets = new List<Live<BeatmapSetInfo>>();
private int randomHistoryDirection;
private int lastRandomTrackDirection;
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager configManager)
@ -371,54 +372,72 @@ namespace osu.Game.Overlays
private Live<BeatmapSetInfo>? getNextRandom(int direction, bool allowProtectedTracks)
{
Live<BeatmapSetInfo> result;
var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
if (possibleSets.Length == 0)
return null;
// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
// in both cases, it means that we have a history of previous random selections that we can rewind.
if (randomHistoryDirection * direction < 0)
try
{
Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
result = previousRandomSets[^1];
previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
randomHistoryDirection += direction;
return result;
}
Live<BeatmapSetInfo> result;
// if the early-return above didn't cover it, it means that we have no history to fall back on
// and need to actually choose something random.
switch (randomSelectAlgorithm.Value)
{
case RandomSelectAlgorithm.Random:
result = possibleSets[RNG.Next(possibleSets.Length)];
break;
var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
case RandomSelectAlgorithm.RandomPermutation:
var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
if (possibleSets.Length == 0)
return null;
if (notYetPlayedSets.Length == 0)
// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
// in both cases, it means that we have a history of previous random selections that we can rewind.
if (randomHistoryDirection * direction < 0)
{
Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
// if the user has been shuffling backwards and now going forwards (or vice versa),
// the topmost item from history needs to be discarded because it's the *current* track.
if (direction * lastRandomTrackDirection < 0)
{
notYetPlayedSets = possibleSets;
previousRandomSets.Clear();
randomHistoryDirection = 0;
previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
randomHistoryDirection += direction;
}
result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
break;
if (previousRandomSets.Count > 0)
{
result = previousRandomSets[^1];
previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
return result;
}
}
default:
throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
// if the early-return above didn't cover it, it means that we have no history to fall back on
// and need to actually choose something random.
switch (randomSelectAlgorithm.Value)
{
case RandomSelectAlgorithm.Random:
result = possibleSets[RNG.Next(possibleSets.Length)];
break;
case RandomSelectAlgorithm.RandomPermutation:
var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
if (notYetPlayedSets.Length == 0)
{
notYetPlayedSets = possibleSets;
previousRandomSets.Clear();
randomHistoryDirection = 0;
}
result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
break;
default:
throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
}
previousRandomSets.Add(result);
return result;
}
finally
{
randomHistoryDirection += direction;
lastRandomTrackDirection = direction;
}
previousRandomSets.Add(result);
randomHistoryDirection += direction;
return result;
}
private void restartTrack()

View File

@ -150,13 +150,25 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (e.Key)
{
case Key.G:
return CanReverse && reverseButton?.TriggerClick() == true;
if (!CanReverse || reverseButton == null)
return false;
reverseButton.TriggerAction();
return true;
case Key.Comma:
return canRotate.Value && rotateCounterClockwiseButton?.TriggerClick() == true;
if (!canRotate.Value || rotateCounterClockwiseButton == null)
return false;
rotateCounterClockwiseButton.TriggerAction();
return true;
case Key.Period:
return canRotate.Value && rotateClockwiseButton?.TriggerClick() == true;
if (!canRotate.Value || rotateClockwiseButton == null)
return false;
rotateClockwiseButton.TriggerAction();
return true;
}
return base.OnKeyDown(e);
@ -285,7 +297,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
Action = action
};
button.OperationStarted += freezeButtonPosition;
button.Clicked += freezeButtonPosition;
button.HoverLost += unfreezeButtonPosition;
button.OperationStarted += operationStarted;

View File

@ -21,6 +21,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
public Action? Action;
public event Action? Clicked;
public event Action? HoverLost;
public SelectionBoxButton(IconUsage iconUsage, string tooltip)
@ -49,11 +51,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnClick(ClickEvent e)
{
Circle.FlashColour(Colours.GrayF, 300);
Clicked?.Invoke();
TriggerAction();
TriggerOperationStarted();
Action?.Invoke();
TriggerOperationEnded();
return true;
}
@ -71,5 +72,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
public LocalisableString TooltipText { get; }
public void TriggerAction()
{
Circle.FlashColour(Colours.GrayF, 300);
TriggerOperationStarted();
Action?.Invoke();
TriggerOperationEnded();
}
}
}