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Merge branch 'master' into skin-bindables
This commit is contained in:
commit
3cac837acf
@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
|
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Entry = null;
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}
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private void onEntryInvalidated() => refreshPoints();
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private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints);
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private void refreshPoints()
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{
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|
@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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@ -278,6 +279,54 @@ namespace osu.Game.Tests.NonVisual
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setTime(-100, -100);
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}
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[Test]
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public void TestReplayFramesSortStability()
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{
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const double repeating_time = 5000;
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// add a collection of frames in shuffled order time-wise; each frame also stores its original index to check stability later.
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// data is hand-picked and breaks if the unstable List<T>.Sort() is used.
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// in theory this can still return a false-positive with another unstable algorithm if extremely unlucky,
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// but there is no conceivable fool-proof way to prevent that anyways.
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replay.Frames.AddRange(new[]
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{
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repeating_time,
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0,
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3000,
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repeating_time,
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repeating_time,
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6000,
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9000,
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repeating_time,
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repeating_time,
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1000,
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11000,
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21000,
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4000,
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repeating_time,
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repeating_time,
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8000,
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2000,
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7000,
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repeating_time,
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repeating_time,
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10000
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}.Select((time, index) => new TestReplayFrame(time, true, index)));
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replay.HasReceivedAllFrames = true;
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// create a new handler with the replay for the sort to be performed.
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handler = new TestInputHandler(replay);
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// ensure sort stability by checking that the frames with time == repeating_time are sorted in ascending frame index order themselves.
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var repeatingTimeFramesData = replay.Frames
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.Cast<TestReplayFrame>()
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.Where(f => f.Time == repeating_time)
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.Select(f => f.FrameIndex);
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Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending);
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}
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private void setReplayFrames()
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{
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replay.Frames = new List<ReplayFrame>
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@ -324,11 +373,13 @@ namespace osu.Game.Tests.NonVisual
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private class TestReplayFrame : ReplayFrame
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{
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public readonly bool IsImportant;
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public readonly int FrameIndex;
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public TestReplayFrame(double time, bool isImportant = false)
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public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0)
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: base(time)
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{
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IsImportant = isImportant;
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FrameIndex = frameIndex;
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}
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}
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|
191
osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs
Normal file
191
osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs
Normal file
@ -0,0 +1,191 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Storyboards;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneStoryboardWithOutro : PlayerTestScene
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{
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protected override bool HasCustomSteps => true;
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protected new OutroPlayer Player => (OutroPlayer)base.Player;
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private double currentStoryboardDuration;
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private bool showResults = true;
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private event Func<HealthProcessor, JudgementResult, bool> currentFailConditions;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
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AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
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AddStep("reset fail conditions", () => currentFailConditions = (_, __) => false);
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AddStep("set storyboard duration to 2s", () => currentStoryboardDuration = 2000);
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AddStep("set ShowResults = true", () => showResults = true);
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}
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[Test]
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public void TestStoryboardSkipOutro()
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{
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CreateTest(null);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("skip outro", () => InputManager.Key(osuTK.Input.Key.Space));
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AddAssert("score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardNoSkipOutro()
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{
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CreateTest(null);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardExitToSkipOutro()
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{
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CreateTest(null);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddAssert("score shown", () => Player.IsScoreShown);
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}
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||||
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[TestCase(false)]
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[TestCase(true)]
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public void TestStoryboardToggle(bool enabledAtBeginning)
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{
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CreateTest(null);
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AddStep($"{(enabledAtBeginning ? "enable" : "disable")} storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, enabledAtBeginning));
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AddStep("toggle storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, !enabledAtBeginning));
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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||||
public void TestOutroEndsDuringFailAnimation()
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||||
{
|
||||
CreateTest(() =>
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||||
{
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AddStep("fail on first judgement", () => currentFailConditions = (_, __) => true);
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AddStep("set storyboard duration to 1.3s", () => currentStoryboardDuration = 1300);
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});
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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||||
}
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[Test]
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||||
public void TestShowResultsFalse()
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||||
{
|
||||
CreateTest(() =>
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||||
{
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||||
AddStep("set ShowResults = false", () => showResults = false);
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||||
});
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||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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||||
AddWaitStep("wait", 10);
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AddAssert("no score shown", () => !Player.IsScoreShown);
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||||
}
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||||
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||||
[Test]
|
||||
public void TestStoryboardEndsBeforeCompletion()
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||||
{
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||||
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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||||
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
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||||
[Test]
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||||
public void TestStoryboardRewind()
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||||
{
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SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
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||||
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||||
CreateTest(null);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
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||||
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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||||
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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||||
}
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||||
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||||
protected override bool AllowFail => true;
|
||||
|
||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||
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||||
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OutroPlayer(currentFailConditions, showResults);
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||||
|
||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||
{
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||||
var beatmap = new Beatmap();
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||||
beatmap.HitObjects.Add(new HitCircle());
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return beatmap;
|
||||
}
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||||
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||||
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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||||
{
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return base.CreateWorkingBeatmap(beatmap, createStoryboard(currentStoryboardDuration));
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||||
}
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||||
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||||
private Storyboard createStoryboard(double duration)
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{
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var storyboard = new Storyboard();
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var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
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sprite.TimelineGroup.Alpha.Add(Easing.None, 0, duration, 1, 0);
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storyboard.GetLayer("Background").Add(sprite);
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return storyboard;
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||||
}
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||||
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||||
protected class OutroPlayer : TestPlayer
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||||
{
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||||
public void ExitViaPause() => PerformExit(true);
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||||
public new FailOverlay FailOverlay => base.FailOverlay;
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||||
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||||
public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen;
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||||
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||||
private event Func<HealthProcessor, JudgementResult, bool> failConditions;
|
||||
|
||||
public OutroPlayer(Func<HealthProcessor, JudgementResult, bool> failConditions, bool showResults = true)
|
||||
: base(false, showResults)
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{
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||||
this.failConditions = failConditions;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
HealthProcessor.FailConditions += failConditions;
|
||||
}
|
||||
|
||||
protected override Task ImportScore(Score score)
|
||||
{
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -7,6 +7,7 @@ using JetBrains.Annotations;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
@ -112,8 +113,8 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
|
||||
private void testInfoLabels(int expectedCount)
|
||||
{
|
||||
AddAssert("check info labels exists", () => infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.BufferedWedgeInfo.InfoLabel>().Any());
|
||||
AddAssert("check info labels count", () => infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.BufferedWedgeInfo.InfoLabel>().Count() == expectedCount);
|
||||
AddAssert("check info labels exists", () => infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.WedgeInfoText.InfoLabel>().Any());
|
||||
AddAssert("check info labels count", () => infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.WedgeInfoText.InfoLabel>().Count() == expectedCount);
|
||||
}
|
||||
|
||||
[Test]
|
||||
@ -124,7 +125,7 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
AddAssert("check default title", () => infoWedge.Info.TitleLabel.Current.Value == Beatmap.Default.BeatmapInfo.Metadata.Title);
|
||||
AddAssert("check default artist", () => infoWedge.Info.ArtistLabel.Current.Value == Beatmap.Default.BeatmapInfo.Metadata.Artist);
|
||||
AddAssert("check empty author", () => !infoWedge.Info.MapperContainer.Children.Any());
|
||||
AddAssert("check no info labels", () => !infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.BufferedWedgeInfo.InfoLabel>().Any());
|
||||
AddAssert("check no info labels", () => !infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.WedgeInfoText.InfoLabel>().Any());
|
||||
}
|
||||
|
||||
[Test]
|
||||
@ -135,15 +136,15 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
|
||||
private void selectBeatmap([CanBeNull] IBeatmap b)
|
||||
{
|
||||
BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null;
|
||||
Container containerBefore = null;
|
||||
|
||||
AddStep($"select {b?.Metadata.Title ?? "null"} beatmap", () =>
|
||||
{
|
||||
infoBefore = infoWedge.Info;
|
||||
containerBefore = infoWedge.DisplayedContent;
|
||||
infoWedge.Beatmap = Beatmap.Value = b == null ? Beatmap.Default : CreateWorkingBeatmap(b);
|
||||
});
|
||||
|
||||
AddUntilStep("wait for async load", () => infoWedge.Info != infoBefore);
|
||||
AddUntilStep("wait for async load", () => infoWedge.DisplayedContent != containerBefore);
|
||||
}
|
||||
|
||||
private IBeatmap createTestBeatmap(RulesetInfo ruleset)
|
||||
@ -193,7 +194,9 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
|
||||
private class TestBeatmapInfoWedge : BeatmapInfoWedge
|
||||
{
|
||||
public new BufferedWedgeInfo Info => base.Info;
|
||||
public new Container DisplayedContent => base.DisplayedContent;
|
||||
|
||||
public new WedgeInfoText Info => base.Info;
|
||||
}
|
||||
|
||||
private class TestHitObject : ConvertHitObject, IHasPosition
|
||||
|
@ -28,7 +28,7 @@ namespace osu.Game.Graphics.Containers
|
||||
protected override bool BlockNonPositionalInput => true;
|
||||
|
||||
/// <summary>
|
||||
/// Temporary to allow for overlays in the main screen content to not dim theirselves.
|
||||
/// Temporary to allow for overlays in the main screen content to not dim themselves.
|
||||
/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
|
||||
/// </summary>
|
||||
protected virtual bool DimMainContent => true;
|
||||
|
@ -141,7 +141,14 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
|
||||
|
||||
scalingSettings.ForEach(s => bindPreviewEvent(s.Current));
|
||||
|
||||
windowModeDropdown.Current.ValueChanged += _ => updateResolutionDropdown();
|
||||
windowModeDropdown.Current.BindValueChanged(mode =>
|
||||
{
|
||||
updateResolutionDropdown();
|
||||
|
||||
const string not_fullscreen_note = "Running without fullscreen mode will increase your input latency!";
|
||||
|
||||
windowModeDropdown.WarningText = mode.NewValue != WindowMode.Fullscreen ? not_fullscreen_note : string.Empty;
|
||||
}, true);
|
||||
|
||||
windowModes.BindCollectionChanged((sender, args) =>
|
||||
{
|
||||
|
@ -13,6 +13,8 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
|
||||
{
|
||||
protected override string Header => "Renderer";
|
||||
|
||||
private SettingsEnumDropdown<FrameSync> frameLimiterDropdown;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(FrameworkConfigManager config, OsuConfigManager osuConfig)
|
||||
{
|
||||
@ -20,7 +22,7 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
|
||||
Children = new Drawable[]
|
||||
{
|
||||
// TODO: this needs to be a custom dropdown at some point
|
||||
new SettingsEnumDropdown<FrameSync>
|
||||
frameLimiterDropdown = new SettingsEnumDropdown<FrameSync>
|
||||
{
|
||||
LabelText = "Frame limiter",
|
||||
Current = config.GetBindable<FrameSync>(FrameworkSetting.FrameSync)
|
||||
@ -37,5 +39,17 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
frameLimiterDropdown.Current.BindValueChanged(limit =>
|
||||
{
|
||||
const string unlimited_frames_note = "Using unlimited frame limiter can lead to stutters, bad performance and overheating. It will not improve perceived latency. \"2x refresh rate\" is recommended.";
|
||||
|
||||
frameLimiterDropdown.WarningText = limit.NewValue == FrameSync.Unlimited ? unlimited_frames_note : string.Empty;
|
||||
}, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,8 +2,11 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Users;
|
||||
|
||||
namespace osu.Game.Overlays.Settings.Sections.UserInterface
|
||||
{
|
||||
@ -11,9 +14,15 @@ namespace osu.Game.Overlays.Settings.Sections.UserInterface
|
||||
{
|
||||
protected override string Header => "Main Menu";
|
||||
|
||||
private IBindable<User> user;
|
||||
|
||||
private SettingsEnumDropdown<BackgroundSource> backgroundSourceDropdown;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
private void load(OsuConfigManager config, IAPIProvider api)
|
||||
{
|
||||
user = api.LocalUser.GetBoundCopy();
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new SettingsCheckbox
|
||||
@ -31,7 +40,7 @@ namespace osu.Game.Overlays.Settings.Sections.UserInterface
|
||||
LabelText = "Intro sequence",
|
||||
Current = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence),
|
||||
},
|
||||
new SettingsEnumDropdown<BackgroundSource>
|
||||
backgroundSourceDropdown = new SettingsEnumDropdown<BackgroundSource>
|
||||
{
|
||||
LabelText = "Background source",
|
||||
Current = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource),
|
||||
@ -43,5 +52,17 @@ namespace osu.Game.Overlays.Settings.Sections.UserInterface
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
backgroundSourceDropdown.Current.BindValueChanged(source =>
|
||||
{
|
||||
const string not_supporter_note = "Changes to this setting will only apply with an active osu!supporter tag.";
|
||||
|
||||
backgroundSourceDropdown.WarningText = user.Value?.IsSupporter != true ? not_supporter_note : string.Empty;
|
||||
}, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -18,7 +18,7 @@ using osu.Framework.Input.Events;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osuTK;
|
||||
using osu.Game.Graphics.Containers;
|
||||
|
||||
namespace osu.Game.Overlays.Settings
|
||||
{
|
||||
@ -36,10 +36,15 @@ namespace osu.Game.Overlays.Settings
|
||||
|
||||
private SpriteText labelText;
|
||||
|
||||
private OsuTextFlowContainer warningText;
|
||||
|
||||
public bool ShowsDefaultIndicator = true;
|
||||
|
||||
public string TooltipText { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private OsuColour colours { get; set; }
|
||||
|
||||
public virtual LocalisableString LabelText
|
||||
{
|
||||
get => labelText?.Text ?? string.Empty;
|
||||
@ -57,6 +62,31 @@ namespace osu.Game.Overlays.Settings
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Text to be displayed at the bottom of this <see cref="SettingsItem{T}"/>.
|
||||
/// Generally used to recommend the user change their setting as the current one is considered sub-optimal.
|
||||
/// </summary>
|
||||
public string WarningText
|
||||
{
|
||||
set
|
||||
{
|
||||
if (warningText == null)
|
||||
{
|
||||
// construct lazily for cases where the label is not needed (may be provided by the Control).
|
||||
FlowContent.Add(warningText = new OsuTextFlowContainer
|
||||
{
|
||||
Colour = colours.Yellow,
|
||||
Margin = new MarginPadding { Bottom = 5 },
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
});
|
||||
}
|
||||
|
||||
warningText.Alpha = string.IsNullOrWhiteSpace(value) ? 0 : 1;
|
||||
warningText.Text = value;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Bindable<T> Current
|
||||
{
|
||||
get => controlWithCurrent.Current;
|
||||
@ -92,7 +122,10 @@ namespace osu.Game.Overlays.Settings
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Padding = new MarginPadding { Left = SettingsPanel.CONTENT_MARGINS },
|
||||
Child = Control = CreateControl()
|
||||
Children = new[]
|
||||
{
|
||||
Control = CreateControl(),
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
@ -141,6 +174,7 @@ namespace osu.Game.Overlays.Settings
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
Width = SettingsPanel.CONTENT_MARGINS;
|
||||
Padding = new MarginPadding { Vertical = 1.5f };
|
||||
Alpha = 0f;
|
||||
}
|
||||
|
||||
@ -163,7 +197,7 @@ namespace osu.Game.Overlays.Settings
|
||||
Type = EdgeEffectType.Glow,
|
||||
Radius = 2,
|
||||
},
|
||||
Size = new Vector2(0.33f, 0.8f),
|
||||
Width = 0.33f,
|
||||
Child = new Box { RelativeSizeAxes = Axes.Both },
|
||||
};
|
||||
}
|
||||
@ -196,12 +230,6 @@ namespace osu.Game.Overlays.Settings
|
||||
UpdateState();
|
||||
}
|
||||
|
||||
public void SetButtonColour(Color4 buttonColour)
|
||||
{
|
||||
this.buttonColour = buttonColour;
|
||||
UpdateState();
|
||||
}
|
||||
|
||||
public void UpdateState() => Scheduler.AddOnce(updateState);
|
||||
|
||||
private void updateState()
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Game.Input.Handlers;
|
||||
using osu.Game.Replays;
|
||||
@ -97,7 +98,7 @@ namespace osu.Game.Rulesets.Replays
|
||||
{
|
||||
// TODO: This replay frame ordering should be enforced on the Replay type.
|
||||
// Currently, the ordering can be broken if the frames are added after this construction.
|
||||
replay.Frames.Sort((x, y) => x.Time.CompareTo(y.Time));
|
||||
replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList();
|
||||
|
||||
this.replay = replay;
|
||||
currentFrameIndex = -1;
|
||||
|
@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
|
||||
if (Composer != null)
|
||||
{
|
||||
foreach (var obj in Composer.HitObjects)
|
||||
AddBlueprintFor(obj.HitObject);
|
||||
}
|
||||
|
||||
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
|
||||
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
|
||||
{
|
||||
@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (Composer != null)
|
||||
{
|
||||
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
|
||||
foreach (var obj in Composer.HitObjects)
|
||||
AddBlueprintFor(obj.HitObject);
|
||||
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
{
|
||||
AllowPause = false,
|
||||
AllowRestart = false,
|
||||
AllowSkippingIntro = false,
|
||||
AllowSkipping = false,
|
||||
})
|
||||
{
|
||||
this.userIds = userIds;
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Storyboards;
|
||||
@ -19,6 +20,14 @@ namespace osu.Game.Screens.Play
|
||||
private readonly Storyboard storyboard;
|
||||
private DrawableStoryboard drawableStoryboard;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the storyboard is considered finished.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is true by default in here, until an actual drawable storyboard is loaded, in which case it'll bind to it.
|
||||
/// </remarks>
|
||||
public IBindable<bool> HasStoryboardEnded = new BindableBool(true);
|
||||
|
||||
public DimmableStoryboard(Storyboard storyboard)
|
||||
{
|
||||
this.storyboard = storyboard;
|
||||
@ -49,6 +58,7 @@ namespace osu.Game.Screens.Play
|
||||
return;
|
||||
|
||||
drawableStoryboard = storyboard.CreateDrawable();
|
||||
HasStoryboardEnded.BindTo(drawableStoryboard.HasStoryboardEnded);
|
||||
|
||||
if (async)
|
||||
LoadComponentAsync(drawableStoryboard, onStoryboardCreated);
|
||||
|
@ -104,7 +104,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private BreakTracker breakTracker;
|
||||
|
||||
private SkipOverlay skipOverlay;
|
||||
private SkipOverlay skipIntroOverlay;
|
||||
private SkipOverlay skipOutroOverlay;
|
||||
|
||||
protected ScoreProcessor ScoreProcessor { get; private set; }
|
||||
|
||||
@ -244,7 +245,6 @@ namespace osu.Game.Screens.Play
|
||||
HUDOverlay.ShowHud.Value = false;
|
||||
HUDOverlay.ShowHud.Disabled = true;
|
||||
BreakOverlay.Hide();
|
||||
skipOverlay.Hide();
|
||||
}
|
||||
|
||||
DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
|
||||
@ -281,8 +281,14 @@ namespace osu.Game.Screens.Play
|
||||
ScoreProcessor.RevertResult(r);
|
||||
};
|
||||
|
||||
DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
|
||||
{
|
||||
if (storyboardEnded.NewValue && completionProgressDelegate == null)
|
||||
updateCompletionState();
|
||||
};
|
||||
|
||||
// Bind the judgement processors to ourselves
|
||||
ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
|
||||
ScoreProcessor.HasCompleted.BindValueChanged(_ => updateCompletionState());
|
||||
HealthProcessor.Failed += onFail;
|
||||
|
||||
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
|
||||
@ -355,10 +361,15 @@ namespace osu.Game.Screens.Play
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
},
|
||||
skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
|
||||
skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
|
||||
{
|
||||
RequestSkip = performUserRequestedSkip
|
||||
},
|
||||
skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
|
||||
{
|
||||
RequestSkip = () => updateCompletionState(true),
|
||||
Alpha = 0
|
||||
},
|
||||
FailOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = Restart,
|
||||
@ -385,12 +396,15 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
};
|
||||
|
||||
if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays)
|
||||
{
|
||||
skipIntroOverlay.Expire();
|
||||
skipOutroOverlay.Expire();
|
||||
}
|
||||
|
||||
if (GameplayClockContainer is MasterGameplayClockContainer master)
|
||||
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
|
||||
|
||||
if (!Configuration.AllowSkippingIntro)
|
||||
skipOverlay.Expire();
|
||||
|
||||
if (Configuration.AllowRestart)
|
||||
{
|
||||
container.Add(new HotkeyRetryOverlay
|
||||
@ -525,6 +539,10 @@ namespace osu.Game.Screens.Play
|
||||
Pause();
|
||||
return;
|
||||
}
|
||||
|
||||
// if the score is ready for display but results screen has not been pushed yet (e.g. storyboard is still playing beyond gameplay), then transition to results screen instead of exiting.
|
||||
if (prepareScoreForDisplayTask != null)
|
||||
updateCompletionState(true);
|
||||
}
|
||||
|
||||
this.Exit();
|
||||
@ -564,17 +582,23 @@ namespace osu.Game.Screens.Play
|
||||
private ScheduledDelegate completionProgressDelegate;
|
||||
private Task<ScoreInfo> prepareScoreForDisplayTask;
|
||||
|
||||
private void updateCompletionState(ValueChangedEvent<bool> completionState)
|
||||
/// <summary>
|
||||
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
|
||||
/// </summary>
|
||||
/// <param name="skipStoryboardOutro">If in a state where a storyboard outro is to be played, offers the choice of skipping beyond it.</param>
|
||||
/// <exception cref="InvalidOperationException">Thrown if this method is called more than once without changing state.</exception>
|
||||
private void updateCompletionState(bool skipStoryboardOutro = false)
|
||||
{
|
||||
// screen may be in the exiting transition phase.
|
||||
if (!this.IsCurrentScreen())
|
||||
return;
|
||||
|
||||
if (!completionState.NewValue)
|
||||
if (!ScoreProcessor.HasCompleted.Value)
|
||||
{
|
||||
completionProgressDelegate?.Cancel();
|
||||
completionProgressDelegate = null;
|
||||
ValidForResume = true;
|
||||
skipOutroOverlay.Hide();
|
||||
return;
|
||||
}
|
||||
|
||||
@ -614,6 +638,20 @@ namespace osu.Game.Screens.Play
|
||||
return score.ScoreInfo;
|
||||
});
|
||||
|
||||
if (skipStoryboardOutro)
|
||||
{
|
||||
scheduleCompletion();
|
||||
return;
|
||||
}
|
||||
|
||||
bool storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
|
||||
|
||||
if (storyboardHasOutro)
|
||||
{
|
||||
skipOutroOverlay.Show();
|
||||
return;
|
||||
}
|
||||
|
||||
using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
|
||||
scheduleCompletion();
|
||||
}
|
||||
|
@ -21,8 +21,8 @@ namespace osu.Game.Screens.Play
|
||||
public bool AllowRestart { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the player should be allowed to skip the intro, advancing to the start of gameplay.
|
||||
/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
|
||||
/// </summary>
|
||||
public bool AllowSkippingIntro { get; set; } = true;
|
||||
public bool AllowSkipping { get; set; } = true;
|
||||
}
|
||||
}
|
||||
|
@ -8,19 +8,19 @@ using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Sample;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Input.Bindings;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
@ -92,6 +92,18 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||
|
||||
public override void Hide()
|
||||
{
|
||||
base.Hide();
|
||||
fadeContainer.Hide();
|
||||
}
|
||||
|
||||
public override void Show()
|
||||
{
|
||||
base.Show();
|
||||
fadeContainer.Show();
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
@ -147,7 +159,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
}
|
||||
|
||||
private class FadeContainer : Container, IStateful<Visibility>
|
||||
public class FadeContainer : Container, IStateful<Visibility>
|
||||
{
|
||||
public event Action<Visibility> StateChanged;
|
||||
|
||||
@ -170,7 +182,7 @@ namespace osu.Game.Screens.Play
|
||||
switch (state)
|
||||
{
|
||||
case Visibility.Visible:
|
||||
// we may be triggered to become visible mnultiple times but we only want to transform once.
|
||||
// we may be triggered to become visible multiple times but we only want to transform once.
|
||||
if (stateChanged)
|
||||
this.FadeIn(500, Easing.OutExpo);
|
||||
|
||||
|
@ -11,7 +11,6 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
@ -49,7 +48,9 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private IBindable<StarDifficulty?> beatmapDifficulty;
|
||||
|
||||
protected BufferedWedgeInfo Info;
|
||||
protected Container DisplayedContent { get; private set; }
|
||||
|
||||
protected WedgeInfoText Info { get; private set; }
|
||||
|
||||
public BeatmapInfoWedge()
|
||||
{
|
||||
@ -110,9 +111,9 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsPresent => base.IsPresent || Info == null; // Visibility is updated in the LoadComponentAsync callback
|
||||
public override bool IsPresent => base.IsPresent || DisplayedContent == null; // Visibility is updated in the LoadComponentAsync callback
|
||||
|
||||
private BufferedWedgeInfo loadingInfo;
|
||||
private Container loadingInfo;
|
||||
|
||||
private void updateDisplay()
|
||||
{
|
||||
@ -124,9 +125,9 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
State.Value = beatmap == null ? Visibility.Hidden : Visibility.Visible;
|
||||
|
||||
Info?.FadeOut(250);
|
||||
Info?.Expire();
|
||||
Info = null;
|
||||
DisplayedContent?.FadeOut(250);
|
||||
DisplayedContent?.Expire();
|
||||
DisplayedContent = null;
|
||||
}
|
||||
|
||||
if (beatmap == null)
|
||||
@ -135,17 +136,23 @@ namespace osu.Game.Screens.Select
|
||||
return;
|
||||
}
|
||||
|
||||
LoadComponentAsync(loadingInfo = new BufferedWedgeInfo(beatmap, ruleset.Value, mods.Value, beatmapDifficulty.Value ?? new StarDifficulty())
|
||||
LoadComponentAsync(loadingInfo = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Shear = -Shear,
|
||||
Depth = Info?.Depth + 1 ?? 0
|
||||
Depth = DisplayedContent?.Depth + 1 ?? 0,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new BeatmapInfoWedgeBackground(beatmap),
|
||||
Info = new WedgeInfoText(beatmap, ruleset.Value, mods.Value, beatmapDifficulty.Value ?? new StarDifficulty()),
|
||||
}
|
||||
}, loaded =>
|
||||
{
|
||||
// ensure we are the most recent loaded wedge.
|
||||
if (loaded != loadingInfo) return;
|
||||
|
||||
removeOldInfo();
|
||||
Add(Info = loaded);
|
||||
Add(DisplayedContent = loaded);
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -156,7 +163,7 @@ namespace osu.Game.Screens.Select
|
||||
cancellationSource?.Cancel();
|
||||
}
|
||||
|
||||
public class BufferedWedgeInfo : BufferedContainer
|
||||
public class WedgeInfoText : Container
|
||||
{
|
||||
public OsuSpriteText VersionLabel { get; private set; }
|
||||
public OsuSpriteText TitleLabel { get; private set; }
|
||||
@ -176,8 +183,7 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private ModSettingChangeTracker settingChangeTracker;
|
||||
|
||||
public BufferedWedgeInfo(WorkingBeatmap beatmap, RulesetInfo userRuleset, IReadOnlyList<Mod> mods, StarDifficulty difficulty)
|
||||
: base(pixelSnapping: true)
|
||||
public WedgeInfoText(WorkingBeatmap beatmap, RulesetInfo userRuleset, IReadOnlyList<Mod> mods, StarDifficulty difficulty)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
ruleset = userRuleset ?? beatmap.BeatmapInfo.Ruleset;
|
||||
@ -191,7 +197,6 @@ namespace osu.Game.Screens.Select
|
||||
var beatmapInfo = beatmap.BeatmapInfo;
|
||||
var metadata = beatmapInfo.Metadata ?? beatmap.BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
|
||||
|
||||
CacheDrawnFrameBuffer = true;
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
titleBinding = localisation.GetLocalisedString(new RomanisableString(metadata.TitleUnicode, metadata.Title));
|
||||
@ -199,32 +204,6 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
// We will create the white-to-black gradient by modulating transparency and having
|
||||
// a black backdrop. This results in an sRGB-space gradient and not linear space,
|
||||
// transitioning from white to black more perceptually uniformly.
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
},
|
||||
// We use a container, such that we can set the colour gradient to go across the
|
||||
// vertices of the masked container instead of the vertices of the (larger) sprite.
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0.3f)),
|
||||
Children = new[]
|
||||
{
|
||||
// Zoomed-in and cropped beatmap background
|
||||
new BeatmapBackgroundSprite(beatmap)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
FillMode = FillMode.Fill,
|
||||
},
|
||||
},
|
||||
},
|
||||
new DifficultyColourBar(starDifficulty)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
@ -340,7 +319,6 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
ArtistLabel.Text = artistBinding.Value;
|
||||
TitleLabel.Text = string.IsNullOrEmpty(source) ? titleBinding.Value : source + " — " + titleBinding.Value;
|
||||
ForceRedraw();
|
||||
}
|
||||
|
||||
private void addInfoLabels()
|
||||
@ -426,8 +404,6 @@ namespace osu.Game.Screens.Select
|
||||
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Bpm),
|
||||
Content = labelText
|
||||
});
|
||||
|
||||
ForceRedraw();
|
||||
}
|
||||
|
||||
private OsuSpriteText[] getMapper(BeatmapMetadata metadata)
|
||||
|
66
osu.Game/Screens/Select/BeatmapInfoWedgeBackground.cs
Normal file
66
osu.Game/Screens/Select/BeatmapInfoWedgeBackground.cs
Normal file
@ -0,0 +1,66 @@
|
||||
// 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 osuTK.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.Drawables;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
internal class BeatmapInfoWedgeBackground : CompositeDrawable
|
||||
{
|
||||
private readonly WorkingBeatmap beatmap;
|
||||
|
||||
public BeatmapInfoWedgeBackground(WorkingBeatmap beatmap)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChild = new BufferedContainer
|
||||
{
|
||||
CacheDrawnFrameBuffer = true,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
// We will create the white-to-black gradient by modulating transparency and having
|
||||
// a black backdrop. This results in an sRGB-space gradient and not linear space,
|
||||
// transitioning from white to black more perceptually uniformly.
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
},
|
||||
// We use a container, such that we can set the colour gradient to go across the
|
||||
// vertices of the masked container instead of the vertices of the (larger) sprite.
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0.3f)),
|
||||
Children = new[]
|
||||
{
|
||||
// Zoomed-in and cropped beatmap background
|
||||
new BeatmapBackgroundSprite(beatmap)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
FillMode = FillMode.Fill,
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -5,6 +5,7 @@ using System.Linq;
|
||||
using System.Threading;
|
||||
using osuTK;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
@ -19,6 +20,13 @@ namespace osu.Game.Storyboards.Drawables
|
||||
[Cached]
|
||||
public Storyboard Storyboard { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the storyboard is considered finished.
|
||||
/// </summary>
|
||||
public IBindable<bool> HasStoryboardEnded => hasStoryboardEnded;
|
||||
|
||||
private readonly BindableBool hasStoryboardEnded = new BindableBool();
|
||||
|
||||
protected override Container<DrawableStoryboardLayer> Content { get; }
|
||||
|
||||
protected override Vector2 DrawScale => new Vector2(Parent.DrawHeight / 480);
|
||||
@ -39,6 +47,8 @@ namespace osu.Game.Storyboards.Drawables
|
||||
|
||||
public override bool RemoveCompletedTransforms => false;
|
||||
|
||||
private double? lastEventEndTime;
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
|
||||
@ -73,6 +83,14 @@ namespace osu.Game.Storyboards.Drawables
|
||||
|
||||
Add(layer.CreateDrawable());
|
||||
}
|
||||
|
||||
lastEventEndTime = Storyboard.LatestEventTime;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
hasStoryboardEnded.Value = lastEventEndTime == null || Time.Current >= lastEventEndTime;
|
||||
}
|
||||
|
||||
public DrawableStoryboardLayer OverlayLayer => Children.Single(layer => layer.Name == "Overlay");
|
||||
|
@ -14,4 +14,17 @@ namespace osu.Game.Storyboards
|
||||
|
||||
Drawable CreateDrawable();
|
||||
}
|
||||
|
||||
public static class StoryboardElementExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns the end time of this storyboard element.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This returns the <see cref="IStoryboardElementWithDuration.EndTime"/> where available, falling back to <see cref="IStoryboardElement.StartTime"/> otherwise.
|
||||
/// </remarks>
|
||||
/// <param name="element">The storyboard element.</param>
|
||||
/// <returns>The end time of this element.</returns>
|
||||
public static double GetEndTime(this IStoryboardElement element) => (element as IStoryboardElementWithDuration)?.EndTime ?? element.StartTime;
|
||||
}
|
||||
}
|
||||
|
21
osu.Game/Storyboards/IStoryboardElementWithDuration.cs
Normal file
21
osu.Game/Storyboards/IStoryboardElementWithDuration.cs
Normal file
@ -0,0 +1,21 @@
|
||||
// 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.
|
||||
|
||||
namespace osu.Game.Storyboards
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="IStoryboardElement"/> that ends at a different time than its start time.
|
||||
/// </summary>
|
||||
public interface IStoryboardElementWithDuration : IStoryboardElement
|
||||
{
|
||||
/// <summary>
|
||||
/// The time at which the <see cref="IStoryboardElement"/> ends.
|
||||
/// </summary>
|
||||
double EndTime { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The duration of the StoryboardElement.
|
||||
/// </summary>
|
||||
double Duration => EndTime - StartTime;
|
||||
}
|
||||
}
|
@ -36,6 +36,16 @@ namespace osu.Game.Storyboards
|
||||
/// </remarks>
|
||||
public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// Across all layers, find the latest point in time that a storyboard element ends at.
|
||||
/// Will return null if there are no elements.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This iterates all elements and as such should be used sparingly or stored locally.
|
||||
/// Videos and samples return StartTime as their EndTIme.
|
||||
/// </remarks>
|
||||
public double? LatestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.GetEndTime()).LastOrDefault()?.GetEndTime();
|
||||
|
||||
/// <summary>
|
||||
/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
|
||||
/// </summary>
|
||||
|
@ -11,7 +11,7 @@ using JetBrains.Annotations;
|
||||
|
||||
namespace osu.Game.Storyboards
|
||||
{
|
||||
public class StoryboardSprite : IStoryboardElement
|
||||
public class StoryboardSprite : IStoryboardElementWithDuration
|
||||
{
|
||||
private readonly List<CommandLoop> loops = new List<CommandLoop>();
|
||||
private readonly List<CommandTrigger> triggers = new List<CommandTrigger>();
|
||||
|
Loading…
Reference in New Issue
Block a user