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https://github.com/ppy/osu.git
synced 2024-12-14 17:32:54 +08:00
Enable nullability for song select
This commit is contained in:
parent
b3d4da8fc9
commit
403ca05e5e
@ -2,6 +2,7 @@
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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.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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@ -105,6 +106,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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Schedule(() =>
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{
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Debug.Assert(Carousel != null);
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Carousel.AllowSelection = true;
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});
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});
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@ -173,7 +173,7 @@ namespace osu.Game.Screens.OnlinePlay
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IsValidMod = IsValidMod
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};
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protected override IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons()
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protected override IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons()
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{
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var buttons = base.CreateFooterButtons().ToList();
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buttons.Insert(buttons.FindIndex(b => b.Item1 is FooterButtonMods) + 1, (new FooterButtonFreeMods { Current = FreeMods }, freeModSelectOverlay));
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@ -1,8 +1,6 @@
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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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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@ -36,7 +34,6 @@ using osu.Framework.Input.Bindings;
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using osu.Game.Collections;
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using osu.Game.Graphics.UserInterface;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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@ -49,7 +46,7 @@ namespace osu.Game.Screens.Select
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protected const float BACKGROUND_BLUR = 20;
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private const float left_area_padding = 20;
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public FilterControl FilterControl { get; private set; }
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public FilterControl FilterControl { get; private set; } = null!;
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/// <summary>
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/// Whether this song select instance should take control of the global track,
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@ -64,18 +61,18 @@ namespace osu.Game.Screens.Select
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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protected BeatmapOptionsOverlay BeatmapOptions { get; private set; }
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protected BeatmapOptionsOverlay BeatmapOptions { get; private set; } = null!;
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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protected Footer Footer { get; private set; }
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protected Footer? Footer { get; private set; }
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/// <summary>
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/// Contains any panel which is triggered by a footer button.
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/// Helps keep them located beneath the footer itself.
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/// </summary>
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protected Container FooterPanels { get; private set; }
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protected Container FooterPanels { get; private set; } = null!;
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/// <summary>
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/// Whether entering editor mode should be allowed.
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@ -85,50 +82,49 @@ namespace osu.Game.Screens.Select
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public bool BeatmapSetsLoaded => IsLoaded && Carousel?.BeatmapSetsLoaded == true;
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; }
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; } = null!;
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protected BeatmapCarousel Carousel { get; private set; }
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protected BeatmapCarousel? Carousel { get; private set; }
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private ParallaxContainer wedgeBackground;
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private ParallaxContainer wedgeBackground = null!;
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protected Container LeftArea { get; private set; }
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protected Container LeftArea { get; private set; } = null!;
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private BeatmapInfoWedge beatmapInfoWedge;
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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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private BeatmapInfoWedge beatmapInfoWedge = null!;
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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private IDialogOverlay? dialogOverlay { get; set; }
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protected ModSelectOverlay ModSelect { get; private set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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protected Sample SampleConfirm { get; private set; }
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protected ModSelectOverlay ModSelect { get; private set; } = null!;
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private Sample sampleChangeDifficulty;
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private Sample sampleChangeBeatmap;
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protected Sample? SampleConfirm { get; private set; }
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private Container carouselContainer;
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private Sample sampleChangeDifficulty = null!;
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private Sample sampleChangeBeatmap = null!;
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protected BeatmapDetailArea BeatmapDetails { get; private set; }
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private Container carouselContainer = null!;
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private FooterButtonOptions beatmapOptionsButton;
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protected BeatmapDetailArea BeatmapDetails { get; private set; } = null!;
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private FooterButtonOptions beatmapOptionsButton = null!;
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private readonly Bindable<RulesetInfo> decoupledRuleset = new Bindable<RulesetInfo>();
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private double audioFeedbackLastPlaybackTime;
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[CanBeNull]
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private IDisposable modSelectOverlayRegistration;
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private IDisposable? modSelectOverlayRegistration;
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[Resolved]
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private MusicController music { get; set; }
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private MusicController? music { get; set; }
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[Resolved(CanBeNull = true)]
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internal IOverlayManager OverlayManager { get; private set; }
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[Resolved]
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internal IOverlayManager? OverlayManager { get; private set; }
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog manageCollectionsDialog, DifficultyRecommender recommender)
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private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog? manageCollectionsDialog, DifficultyRecommender? recommender)
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{
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// initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter).
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transferRulesetValue();
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@ -273,7 +269,7 @@ namespace osu.Game.Screens.Select
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BeatmapOptions = new BeatmapOptionsOverlay(),
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}
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},
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Footer = new Footer(),
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Footer = new Footer()
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});
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}
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@ -318,16 +314,20 @@ namespace osu.Game.Screens.Select
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/// Creates the buttons to be displayed in the footer.
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/// </summary>
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/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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protected virtual IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons() => new (FooterButton, OverlayContainer)[]
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protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons()
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{
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(new FooterButtonMods { Current = Mods }, ModSelect),
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(new FooterButtonRandom
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Debug.Assert(Carousel != null);
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return new (FooterButton, OverlayContainer?)[]
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{
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NextRandom = () => Carousel.SelectNextRandom(),
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PreviousRandom = Carousel.SelectPreviousRandom
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}, null),
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(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
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};
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(new FooterButtonMods { Current = Mods }, ModSelect),
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(new FooterButtonRandom
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{
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NextRandom = () => Carousel.SelectNextRandom(),
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PreviousRandom = Carousel.SelectPreviousRandom
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}, null),
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(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
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};
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}
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
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@ -336,10 +336,11 @@ namespace osu.Game.Screens.Select
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// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
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bool shouldDebounce = this.IsCurrentScreen();
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Debug.Assert(Carousel != null);
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Carousel.Filter(criteria, shouldDebounce);
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}
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private DependencyContainer dependencies;
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private DependencyContainer dependencies = null!;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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@ -357,7 +358,7 @@ namespace osu.Game.Screens.Select
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/// </summary>
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protected abstract BeatmapDetailArea CreateBeatmapDetailArea();
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public void Edit(BeatmapInfo beatmapInfo = null)
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public void Edit(BeatmapInfo? beatmapInfo = null)
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{
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if (!AllowEditing)
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throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled");
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@ -372,8 +373,10 @@ namespace osu.Game.Screens.Select
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/// <param name="beatmapInfo">An optional beatmap to override the current carousel selection.</param>
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/// <param name="ruleset">An optional ruleset to override the current carousel selection.</param>
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/// <param name="customStartAction">An optional custom action to perform instead of <see cref="OnStart"/>.</param>
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public void FinaliseSelection(BeatmapInfo beatmapInfo = null, RulesetInfo ruleset = null, Action customStartAction = null)
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public void FinaliseSelection(BeatmapInfo? beatmapInfo = null, RulesetInfo? ruleset = null, Action? customStartAction = null)
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{
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Debug.Assert(Carousel != null);
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// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
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if (!Carousel.BeatmapSetsLoaded)
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{
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@ -419,43 +422,44 @@ namespace osu.Game.Screens.Select
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/// <returns>If a resultant action occurred that takes the user away from SongSelect.</returns>
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protected abstract bool OnStart();
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private ScheduledDelegate selectionChangedDebounce;
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private ScheduledDelegate? selectionChangedDebounce;
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private void updateCarouselSelection(ValueChangedEvent<WorkingBeatmap> e = null)
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private void updateCarouselSelection(ValueChangedEvent<WorkingBeatmap>? e = null)
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{
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var beatmap = e?.NewValue ?? Beatmap.Value;
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if (beatmap is DummyWorkingBeatmap || !this.IsCurrentScreen()) return;
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Logger.Log($"Song select working beatmap updated to {beatmap}");
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if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
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Debug.Assert(Carousel != null);
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if (Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) return;
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// A selection may not have been possible with filters applied.
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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// A selection may not have been possible with filters applied.
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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transferRulesetValue();
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}
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// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
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// we still want to temporarily show the new beatmap, bypassing filters.
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// This will be undone the next time the user changes the filter.
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var criteria = FilterControl.CreateCriteria();
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criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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Carousel.Filter(criteria);
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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transferRulesetValue();
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}
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// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
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// we still want to temporarily show the new beatmap, bypassing filters.
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// This will be undone the next time the user changes the filter.
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var criteria = FilterControl.CreateCriteria();
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criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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Carousel.Filter(criteria);
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapInfoPrevious;
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private BeatmapInfo beatmapInfoNoDebounce;
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private RulesetInfo rulesetNoDebounce;
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private BeatmapInfo? beatmapInfoPrevious;
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private BeatmapInfo? beatmapInfoNoDebounce;
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private RulesetInfo? rulesetNoDebounce;
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private void updateSelectedBeatmap(BeatmapInfo beatmapInfo)
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private void updateSelectedBeatmap(BeatmapInfo? beatmapInfo)
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{
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if (beatmapInfo == null && beatmapInfoNoDebounce == null)
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return;
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@ -467,7 +471,7 @@ namespace osu.Game.Screens.Select
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performUpdateSelected();
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}
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private void updateSelectedRuleset(RulesetInfo ruleset)
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private void updateSelectedRuleset(RulesetInfo? ruleset)
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{
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if (ruleset == null && rulesetNoDebounce == null)
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return;
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@ -485,7 +489,7 @@ namespace osu.Game.Screens.Select
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private void performUpdateSelected()
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{
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var beatmap = beatmapInfoNoDebounce;
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var ruleset = rulesetNoDebounce;
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RulesetInfo? ruleset = rulesetNoDebounce;
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selectionChangedDebounce?.Cancel();
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@ -518,6 +522,7 @@ namespace osu.Game.Screens.Select
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if (transferRulesetValue())
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{
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Debug.Assert(Carousel != null);
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// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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@ -604,6 +609,7 @@ namespace osu.Game.Screens.Select
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ModSelect.SelectedMods.Disabled = false;
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ModSelect.SelectedMods.BindTo(selectedMods);
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Debug.Assert(Carousel != null);
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Carousel.AllowSelection = true;
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BeatmapDetails.Refresh();
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@ -620,6 +626,7 @@ namespace osu.Game.Screens.Select
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{
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// restart playback on returning to song select, regardless.
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// not sure this should be a permanent thing (we may want to leave a user pause paused even on returning)
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Debug.Assert(music != null);
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music.ResetTrackAdjustments();
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music.Play(requestedByUser: true);
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}
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@ -665,6 +672,7 @@ namespace osu.Game.Screens.Select
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BeatmapOptions.Hide();
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Debug.Assert(Carousel != null);
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Carousel.AllowSelection = false;
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endLooping();
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@ -694,6 +702,8 @@ namespace osu.Game.Screens.Select
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isHandlingLooping = true;
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ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
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Debug.Assert(music != null);
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music.TrackChanged += ensureTrackLooping;
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}
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@ -703,6 +713,7 @@ namespace osu.Game.Screens.Select
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if (!isHandlingLooping)
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return;
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Debug.Assert(music != null);
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music.CurrentTrack.Looping = isHandlingLooping = false;
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music.TrackChanged -= ensureTrackLooping;
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@ -763,7 +774,7 @@ namespace osu.Game.Screens.Select
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}
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}
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private readonly WeakReference<ITrack> lastTrack = new WeakReference<ITrack>(null);
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private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
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/// <summary>
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/// Ensures some music is playing for the current track.
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@ -774,6 +785,7 @@ namespace osu.Game.Screens.Select
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if (!ControlGlobalMusic)
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return;
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Debug.Assert(music != null);
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ITrack track = music.CurrentTrack;
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
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@ -791,6 +803,7 @@ namespace osu.Game.Screens.Select
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{
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bindBindables();
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Debug.Assert(Carousel != null);
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Carousel.AllowSelection = true;
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// If a selection was already obtained, do not attempt to update the selected beatmap.
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@ -868,14 +881,14 @@ namespace osu.Game.Screens.Select
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return true;
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}
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private void delete(BeatmapSetInfo beatmap)
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private void delete(BeatmapSetInfo? beatmap)
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{
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if (beatmap == null) return;
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dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
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}
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private void clearScores(BeatmapInfo beatmapInfo)
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private void clearScores(BeatmapInfo? beatmapInfo)
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{
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if (beatmapInfo == null) return;
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@ -950,7 +963,7 @@ namespace osu.Game.Screens.Select
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private partial class ResetScrollContainer : Container
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{
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private readonly Action onHoverAction;
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private readonly Action? onHoverAction;
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public ResetScrollContainer(Action onHoverAction)
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{
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