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Merge branch 'master' into hitobject-pooling-base

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Dean Herbert 2020-11-13 11:27:32 +09:00 committed by GitHub
commit 38105ed6a2
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7 changed files with 332 additions and 69 deletions

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@ -21,12 +21,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{
base.OnSelectionChanged();
bool canOperate = EditorBeatmap.SelectedHitObjects.Count > 1 || EditorBeatmap.SelectedHitObjects.Any(s => s is Slider);
Quad quad = selectedMovableObjects.Length > 0 ? getSurroundingQuad(selectedMovableObjects) : new Quad();
SelectionBox.CanRotate = canOperate;
SelectionBox.CanScaleX = canOperate;
SelectionBox.CanScaleY = canOperate;
SelectionBox.CanReverse = canOperate;
SelectionBox.CanRotate = quad.Width > 0 || quad.Height > 0;
SelectionBox.CanScaleX = quad.Width > 0;
SelectionBox.CanScaleY = quad.Height > 0;
SelectionBox.CanReverse = EditorBeatmap.SelectedHitObjects.Count > 1 || EditorBeatmap.SelectedHitObjects.Any(s => s is Slider);
}
protected override void OnOperationEnded()

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@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
@ -46,9 +47,6 @@ namespace osu.Game.Rulesets.Osu.Mods
applyFadeInAdjustment(nested);
}
private double lastSliderHeadFadeOutStartTime;
private double lastSliderHeadFadeOutDuration;
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
@ -78,33 +76,24 @@ namespace osu.Game.Rulesets.Osu.Mods
{
case DrawableSliderTail sliderTail:
// use stored values from head circle to achieve same fade sequence.
fadeOutDuration = lastSliderHeadFadeOutDuration;
fadeOutStartTime = lastSliderHeadFadeOutStartTime;
var tailFadeOutParameters = getFadeOutParametersFromSliderHead(h);
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
sliderTail.FadeOut(fadeOutDuration);
using (drawable.BeginAbsoluteSequence(tailFadeOutParameters.startTime, true))
sliderTail.FadeOut(tailFadeOutParameters.duration);
break;
case DrawableSliderRepeat sliderRepeat:
// use stored values from head circle to achieve same fade sequence.
fadeOutDuration = lastSliderHeadFadeOutDuration;
fadeOutStartTime = lastSliderHeadFadeOutStartTime;
var repeatFadeOutParameters = getFadeOutParametersFromSliderHead(h);
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
using (drawable.BeginAbsoluteSequence(repeatFadeOutParameters.startTime, true))
// only apply to circle piece reverse arrow is not affected by hidden.
sliderRepeat.CirclePiece.FadeOut(fadeOutDuration);
sliderRepeat.CirclePiece.FadeOut(repeatFadeOutParameters.duration);
break;
case DrawableHitCircle circle:
if (circle is DrawableSliderHead)
{
lastSliderHeadFadeOutDuration = fadeOutDuration;
lastSliderHeadFadeOutStartTime = fadeOutStartTime;
}
Drawable fadeTarget = circle;
if (increaseVisibility)
@ -125,6 +114,8 @@ namespace osu.Game.Rulesets.Osu.Mods
break;
case DrawableSlider slider:
associateNestedSliderCirclesWithHead(slider.HitObject);
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
slider.Body.FadeOut(longFadeDuration, Easing.Out);
@ -149,5 +140,24 @@ namespace osu.Game.Rulesets.Osu.Mods
break;
}
}
private readonly Dictionary<HitObject, SliderHeadCircle> correspondingSliderHeadForObject = new Dictionary<HitObject, SliderHeadCircle>();
private void associateNestedSliderCirclesWithHead(Slider slider)
{
var sliderHead = slider.NestedHitObjects.Single(obj => obj is SliderHeadCircle);
foreach (var nested in slider.NestedHitObjects)
{
if ((nested is SliderRepeat || nested is SliderEndCircle) && !correspondingSliderHeadForObject.ContainsKey(nested))
correspondingSliderHeadForObject[nested] = (SliderHeadCircle)sliderHead;
}
}
private (double startTime, double duration) getFadeOutParametersFromSliderHead(OsuHitObject h)
{
var sliderHead = correspondingSliderHeadForObject[h];
return (sliderHead.StartTime - sliderHead.TimePreempt + sliderHead.TimeFadeIn, sliderHead.TimePreempt * fade_out_duration_multiplier);
}
}
}

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@ -49,7 +49,7 @@ namespace osu.Game.Tests.Visual.Navigation
}
[SetUpSteps]
public void SetUpSteps()
public virtual void SetUpSteps()
{
AddStep("Create new game instance", () =>
{

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@ -2,23 +2,33 @@
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Overlays;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
public class TestScenePerformFromScreen : OsuGameTestScene
{
private bool actionPerformed;
public override void SetUpSteps()
{
AddStep("reset status", () => actionPerformed = false);
base.SetUpSteps();
}
[Test]
public void TestPerformAtMenu()
{
AddAssert("could perform immediately", () =>
{
bool actionPerformed = false;
Game.PerformFromScreen(_ => actionPerformed = true);
return actionPerformed;
});
AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddAssert("did perform", () => actionPerformed);
}
[Test]
@ -26,12 +36,9 @@ namespace osu.Game.Tests.Visual.Navigation
{
PushAndConfirm(() => new PlaySongSelect());
AddAssert("could perform immediately", () =>
{
bool actionPerformed = false;
Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(PlaySongSelect) });
return actionPerformed;
});
AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(PlaySongSelect) }));
AddAssert("did perform", () => actionPerformed);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
}
[Test]
@ -39,7 +46,6 @@ namespace osu.Game.Tests.Visual.Navigation
{
PushAndConfirm(() => new PlaySongSelect());
bool actionPerformed = false;
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddUntilStep("returned to menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddAssert("did perform", () => actionPerformed);
@ -51,7 +57,6 @@ namespace osu.Game.Tests.Visual.Navigation
PushAndConfirm(() => new PlaySongSelect());
PushAndConfirm(() => new PlayerLoader(() => new Player()));
bool actionPerformed = false;
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(PlaySongSelect) }));
AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
AddAssert("did perform", () => actionPerformed);
@ -63,10 +68,105 @@ namespace osu.Game.Tests.Visual.Navigation
PushAndConfirm(() => new PlaySongSelect());
PushAndConfirm(() => new PlayerLoader(() => new Player()));
bool actionPerformed = false;
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddAssert("did perform", () => actionPerformed);
}
[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialog(bool confirmed)
{
DialogBlockingScreen blocker = null;
PushAndConfirm(() => blocker = new DialogBlockingScreen());
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddWaitStep("wait a bit", 10);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen);
AddAssert("did not perform", () => !actionPerformed);
AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1);
AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
if (confirmed)
{
AddStep("accept dialog", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog == null);
AddUntilStep("did perform", () => actionPerformed);
}
else
{
AddStep("cancel dialog", () => InputManager.Key(Key.Number2));
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen);
AddAssert("did not perform", () => !actionPerformed);
}
}
[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialogNested(bool confirmSecond)
{
DialogBlockingScreen blocker = null;
DialogBlockingScreen blocker2 = null;
PushAndConfirm(() => blocker = new DialogBlockingScreen());
PushAndConfirm(() => blocker2 = new DialogBlockingScreen());
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddUntilStep("wait for dialog", () => blocker2.ExitAttempts == 1);
AddWaitStep("wait a bit", 10);
AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker2);
AddAssert("did not perform", () => !actionPerformed);
AddAssert("only one exit attempt", () => blocker2.ExitAttempts == 1);
AddStep("accept dialog", () => InputManager.Key(Key.Number1));
AddUntilStep("screen changed", () => Game.ScreenStack.CurrentScreen == blocker);
AddUntilStep("wait for second dialog", () => blocker.ExitAttempts == 1);
AddAssert("did not perform", () => !actionPerformed);
AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1);
if (confirmSecond)
{
AddStep("accept dialog", () => InputManager.Key(Key.Number1));
AddUntilStep("did perform", () => actionPerformed);
}
else
{
AddStep("cancel dialog", () => InputManager.Key(Key.Number2));
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker);
AddAssert("did not perform", () => !actionPerformed);
}
}
public class DialogBlockingScreen : OsuScreen
{
[Resolved]
private DialogOverlay dialogOverlay { get; set; }
private int dialogDisplayCount;
public int ExitAttempts { get; private set; }
public override bool OnExiting(IScreen next)
{
ExitAttempts++;
if (dialogDisplayCount++ < 1)
{
dialogOverlay.Push(new ConfirmExitDialog(this.Exit, () => { }));
return true;
}
return base.OnExiting(next);
}
}
}
}

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@ -1,19 +1,24 @@
// 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 NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Tests.Visual.Ranking
{
public class TestSceneStatisticsPanel : OsuTestScene
{
[Test]
public void TestScoreWithStatistics()
public void TestScoreWithTimeStatistics()
{
var score = new TestScoreInfo(new OsuRuleset().RulesetInfo)
{
@ -23,6 +28,17 @@ namespace osu.Game.Tests.Visual.Ranking
loadPanel(score);
}
[Test]
public void TestScoreWithPositionStatistics()
{
var score = new TestScoreInfo(new OsuRuleset().RulesetInfo)
{
HitEvents = createPositionDistributedHitEvents()
};
loadPanel(score);
}
[Test]
public void TestScoreWithoutStatistics()
{
@ -44,5 +60,24 @@ namespace osu.Game.Tests.Visual.Ranking
Score = { Value = score }
};
});
private static List<HitEvent> createPositionDistributedHitEvents()
{
var hitEvents = new List<HitEvent>();
// Use constant seed for reproducibility
var random = new Random(0);
for (int i = 0; i < 500; i++)
{
double angle = random.NextDouble() * 2 * Math.PI;
double radius = random.NextDouble() * 0.5f * OsuHitObject.OBJECT_RADIUS;
var position = new Vector2((float)(radius * Math.Cos(angle)), (float)(radius * Math.Sin(angle)));
hitEvents.Add(new HitEvent(0, HitResult.Perfect, new HitCircle(), new HitCircle(), position));
}
return hitEvents;
}
}
}

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@ -463,7 +463,7 @@ namespace osu.Game
#endregion
private ScheduledDelegate performFromMainMenuTask;
private PerformFromMenuRunner performFromMainMenuTask;
/// <summary>
/// Perform an action only after returning to a specific screen as indicated by <paramref name="validScreens"/>.
@ -474,34 +474,7 @@ namespace osu.Game
public void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null)
{
performFromMainMenuTask?.Cancel();
validScreens ??= Enumerable.Empty<Type>();
validScreens = validScreens.Append(typeof(MainMenu));
CloseAllOverlays(false);
// we may already be at the target screen type.
if (validScreens.Contains(ScreenStack.CurrentScreen?.GetType()) && !Beatmap.Disabled)
{
action(ScreenStack.CurrentScreen);
return;
}
// find closest valid target
IScreen screen = ScreenStack.CurrentScreen;
while (screen != null)
{
if (validScreens.Contains(screen.GetType()))
{
screen.MakeCurrent();
break;
}
screen = screen.GetParentScreen();
}
performFromMainMenuTask = Schedule(() => PerformFromScreen(action, validScreens));
Add(performFromMainMenuTask = new PerformFromMenuRunner(action, validScreens, () => ScreenStack.CurrentScreen));
}
/// <summary>

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@ -0,0 +1,145 @@
// 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.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Overlays.Dialog;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Menu;
namespace osu.Game
{
internal class PerformFromMenuRunner : Component
{
private readonly Action<IScreen> finalAction;
private readonly Type[] validScreens;
private readonly Func<IScreen> getCurrentScreen;
[Resolved]
private NotificationOverlay notifications { get; set; }
[Resolved]
private DialogOverlay dialogOverlay { get; set; }
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved(canBeNull: true)]
private OsuGame game { get; set; }
private readonly ScheduledDelegate task;
private PopupDialog lastEncounteredDialog;
private IScreen lastEncounteredDialogScreen;
/// <summary>
/// Perform an action only after returning to a specific screen as indicated by <paramref name="validScreens"/>.
/// Eagerly tries to exit the current screen until it succeeds.
/// </summary>
/// <param name="finalAction">The action to perform once we are in the correct state.</param>
/// <param name="validScreens">An optional collection of valid screen types. If any of these screens are already current we can perform the action immediately, else the first valid parent will be made current before performing the action. <see cref="MainMenu"/> is used if not specified.</param>
/// <param name="getCurrentScreen">A function to retrieve the currently displayed game screen.</param>
public PerformFromMenuRunner(Action<IScreen> finalAction, IEnumerable<Type> validScreens, Func<IScreen> getCurrentScreen)
{
validScreens ??= Enumerable.Empty<Type>();
validScreens = validScreens.Append(typeof(MainMenu));
this.finalAction = finalAction;
this.validScreens = validScreens.ToArray();
this.getCurrentScreen = getCurrentScreen;
Scheduler.Add(task = new ScheduledDelegate(checkCanComplete, 0, 200));
}
/// <summary>
/// Cancel this runner from running.
/// </summary>
public void Cancel()
{
task.Cancel();
Expire();
}
private void checkCanComplete()
{
// find closest valid target
IScreen current = getCurrentScreen();
// a dialog may be blocking the execution for now.
if (checkForDialog(current)) return;
// we may already be at the target screen type.
if (validScreens.Contains(getCurrentScreen().GetType()) && !beatmap.Disabled)
{
complete();
return;
}
game.CloseAllOverlays(false);
while (current != null)
{
if (validScreens.Contains(current.GetType()))
{
current.MakeCurrent();
break;
}
current = current.GetParentScreen();
}
}
/// <summary>
/// Check whether there is currently a dialog requiring user interaction.
/// </summary>
/// <param name="current"></param>
/// <returns>Whether a dialog blocked interaction.</returns>
private bool checkForDialog(IScreen current)
{
var currentDialog = dialogOverlay.CurrentDialog;
if (lastEncounteredDialog != null)
{
if (lastEncounteredDialog == currentDialog)
// still waiting on user interaction
return true;
if (lastEncounteredDialogScreen != current)
{
// a dialog was previously encountered but has since been dismissed.
// if the screen changed, the user likely confirmed an exit dialog and we should continue attempting the action.
lastEncounteredDialog = null;
lastEncounteredDialogScreen = null;
return false;
}
// the last dialog encountered has been dismissed but the screen has not changed, abort.
Cancel();
notifications.Post(new SimpleNotification { Text = @"An action was interrupted due to a dialog being displayed." });
return true;
}
if (currentDialog == null)
return false;
// a new dialog was encountered.
lastEncounteredDialog = currentDialog;
lastEncounteredDialogScreen = current;
return true;
}
private void complete()
{
finalAction(getCurrentScreen());
Cancel();
}
}
}