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mirror of https://github.com/ppy/osu.git synced 2024-09-22 01:27:29 +08:00

Merge branch 'master' into fix-memory-leak

This commit is contained in:
Thomas Müller 2017-02-24 19:54:14 +01:00 committed by GitHub
commit 4aecd59c74
16 changed files with 146 additions and 145 deletions

@ -1 +1 @@
Subproject commit b64322a56d3d55e8e5d1e6c3328024923cecd4d3
Subproject commit 06f9c47ef5d007b39faf8169170d16ece672b981

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@ -158,7 +158,7 @@ namespace osu.Desktop.VisualTests.Tests
AddButton(@"Alter stars", delegate
{
stars.Count = RNG.NextSingle() * (stars.MaxStars + 1);
stars.Count = RNG.NextSingle() * (stars.StarCount + 1);
starsLabel.Text = stars.Count.ToString("0.00");
});

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@ -19,7 +19,7 @@ namespace osu.Game.Modes.Catch
protected override HitObjectConverter<CatchBaseHit> Converter => new CatchConverter();
protected override double ComputeDifficulty(Dictionary<String, String> categoryDifficulty)
protected override double CalculateInternal(Dictionary<String, String> categoryDifficulty)
{
return 0;
}

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@ -22,7 +22,7 @@ namespace osu.Game.Modes.Mania
protected override HitObjectConverter<ManiaBaseHit> Converter => new ManiaConverter(columns);
protected override double ComputeDifficulty(Dictionary<String, String> categoryDifficulty)
protected override double CalculateInternal(Dictionary<String, String> categoryDifficulty)
{
return 0;
}

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@ -29,26 +29,21 @@ namespace osu.Game.Modes.Osu.Objects
case CurveTypes.Linear:
return subControlPoints;
case CurveTypes.PerfectCurve:
// If we have a different amount than 3 control points, use bezier for perfect curves.
if (ControlPoints.Count != 3)
return new BezierApproximator(subControlPoints).CreateBezier();
else
{
Debug.Assert(subControlPoints.Count == 3);
//we can only use CircularArc iff we have exactly three control points and no dissection.
if (ControlPoints.Count != 3 || subControlPoints.Count != 3)
break;
// Here we have exactly 3 control points. Attempt to fit a circular arc.
List<Vector2> subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc();
// Here we have exactly 3 control points. Attempt to fit a circular arc.
List<Vector2> subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc();
if (subpath.Count == 0)
// For some reason a circular arc could not be fit to the 3 given points. Fall back
// to a numerically stable bezier approximation.
subpath = new BezierApproximator(subControlPoints).CreateBezier();
// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
if (subpath.Count == 0)
break;
return subpath;
}
default:
return new BezierApproximator(subControlPoints).CreateBezier();
return subpath;
}
return new BezierApproximator(subControlPoints).CreateBezier();
}
private void calculatePath()
@ -181,7 +176,7 @@ namespace osu.Game.Modes.Osu.Objects
path.Clear();
int i = 0;
for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i);
for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i) ;
path.Add(interpolateVertices(i, d0) + Offset);

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@ -34,7 +34,7 @@ namespace osu.Game.Modes.Osu
((Slider)h).Curve.Calculate();
}
protected override double ComputeDifficulty(Dictionary<String, String> categoryDifficulty)
protected override double CalculateInternal(Dictionary<String, String> categoryDifficulty)
{
// Fill our custom DifficultyHitObject class, that carries additional information
DifficultyHitObjects.Clear();

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@ -19,7 +19,7 @@ namespace osu.Game.Modes.Taiko
protected override HitObjectConverter<TaikoBaseHit> Converter => new TaikoConverter();
protected override double ComputeDifficulty(Dictionary<String, String> categoryDifficulty)
protected override double CalculateInternal(Dictionary<String, String> categoryDifficulty)
{
return 0;
}

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@ -7,6 +7,7 @@ using OpenTK.Graphics;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Modes.Objects;
using osu.Game.Modes;
namespace osu.Game.Beatmaps
{
@ -57,5 +58,7 @@ namespace osu.Game.Beatmaps
return timingPoint ?? ControlPoint.Default;
}
public double CalculateStarDifficulty() => Ruleset.GetRuleset(BeatmapInfo.Mode).CreateDifficultyCalculator(this).Calculate();
}
}

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@ -14,7 +14,7 @@ namespace osu.Game.Beatmaps
protected double TimeRate = 1;
protected abstract double ComputeDifficulty(Dictionary<String, String> categoryDifficulty);
protected abstract double CalculateInternal(Dictionary<String, String> categoryDifficulty);
private void loadTiming()
{
@ -23,10 +23,10 @@ namespace osu.Game.Beatmaps
TimeRate = audioRate / 100.0;
}
public double GetDifficulty(Dictionary<string, string> categoryDifficulty = null)
public double Calculate(Dictionary<string, string> categoryDifficulty = null)
{
loadTiming();
double difficulty = ComputeDifficulty(categoryDifficulty);
double difficulty = CalculateInternal(categoryDifficulty);
return difficulty;
}
}

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@ -59,16 +59,21 @@ namespace osu.Game.Beatmaps.Drawables
}
}
public BeatmapGroup(WorkingBeatmap beatmap)
public BeatmapGroup(BeatmapSetInfo beatmapSet, BeatmapDatabase database)
{
BeatmapSet = beatmapSet;
WorkingBeatmap beatmap = database.GetWorkingBeatmap(BeatmapSet.Beatmaps.FirstOrDefault());
foreach (var b in BeatmapSet.Beatmaps)
b.StarDifficulty = (float)database.GetWorkingBeatmap(b).Beatmap.CalculateStarDifficulty();
Header = new BeatmapSetHeader(beatmap)
{
GainedSelection = headerGainedSelection,
RelativeSizeAxes = Axes.X,
};
BeatmapSet = beatmap.BeatmapSetInfo;
BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b)
BeatmapSet.Beatmaps = BeatmapSet.Beatmaps.OrderBy(b => b.StarDifficulty).ToList();
BeatmapPanels = BeatmapSet.Beatmaps.Select(b => new BeatmapPanel(b)
{
Alpha = 0,
GainedSelection = panelGainedSelection,

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@ -26,6 +26,7 @@ namespace osu.Game.Beatmaps.Drawables
public Action<BeatmapPanel> GainedSelection;
public Action<BeatmapPanel> StartRequested;
private Triangles triangles;
private StarCounter starCounter;
protected override void Selected()
{
@ -56,6 +57,14 @@ namespace osu.Game.Beatmaps.Drawables
return base.OnClick(state);
}
protected override void ApplyState(PanelSelectedState last = PanelSelectedState.Hidden)
{
base.ApplyState(last);
if (last == PanelSelectedState.Hidden && State != last)
starCounter.ReplayAnimation();
}
public BeatmapPanel(BeatmapInfo beatmap)
{
Beatmap = beatmap;
@ -92,7 +101,6 @@ namespace osu.Game.Beatmaps.Drawables
new FlowContainer
{
Padding = new MarginPadding { Left = 5 },
Spacing = new Vector2(0, 5),
Direction = FlowDirections.Vertical,
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
@ -130,7 +138,11 @@ namespace osu.Game.Beatmaps.Drawables
},
}
},
new StarCounter { Count = beatmap.StarDifficulty, StarSize = 8 }
starCounter = new StarCounter
{
Count = beatmap.StarDifficulty,
Scale = new Vector2(0.8f),
}
}
}
}

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@ -50,10 +50,10 @@ namespace osu.Game.Beatmaps.Drawables
protected override void LoadComplete()
{
base.LoadComplete();
applyState();
ApplyState();
}
private void applyState()
protected virtual void ApplyState(PanelSelectedState last = PanelSelectedState.Hidden)
{
switch (state)
{
@ -81,9 +81,10 @@ namespace osu.Game.Beatmaps.Drawables
set
{
if (state == value) return;
state = value;
applyState();
var last = state;
state = value;
ApplyState(last);
}
}

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@ -119,10 +119,6 @@ namespace osu.Game.Database
using (var reader = ArchiveReader.GetReader(storage, path))
metadata = reader.ReadMetadata();
if (metadata.OnlineBeatmapSetID.HasValue &&
connection.Table<BeatmapSetInfo>().Count(b => b.OnlineBeatmapSetID == metadata.OnlineBeatmapSetID) != 0)
return; // TODO: Update this beatmap instead
if (File.Exists(path)) // Not always the case, i.e. for LegacyFilesystemReader
{
using (var md5 = MD5.Create())
@ -131,10 +127,26 @@ namespace osu.Game.Database
hash = BitConverter.ToString(md5.ComputeHash(input)).Replace("-", "").ToLowerInvariant();
input.Seek(0, SeekOrigin.Begin);
path = Path.Combine(@"beatmaps", hash.Remove(1), hash.Remove(2), hash);
using (var output = storage.GetStream(path, FileAccess.Write))
input.CopyTo(output);
if (!storage.Exists(path))
using (var output = storage.GetStream(path, FileAccess.Write))
input.CopyTo(output);
}
}
var existing = connection.Table<BeatmapSetInfo>().FirstOrDefault(b => b.Hash == hash);
if (existing != null)
{
if (existing.DeletePending)
{
existing.DeletePending = false;
Update(existing, false);
BeatmapSetAdded?.Invoke(existing);
}
return;
}
var beatmapSet = new BeatmapSetInfo
{
OnlineBeatmapSetID = metadata.OnlineBeatmapSetID,

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@ -73,7 +73,6 @@ namespace osu.Game.Database
// Metadata
public string Version { get; set; }
//todo: background threaded computation of this
private float starDifficulty = -1;
public float StarDifficulty
{
@ -85,11 +84,6 @@ namespace osu.Game.Database
set { starDifficulty = value; }
}
internal void ComputeDifficulty(BeatmapDatabase database)
{
StarDifficulty = (float)Ruleset.GetRuleset(Mode).CreateDifficultyCalculator(database.GetWorkingBeatmap(this).Beatmap).GetDifficulty();
}
public bool Equals(BeatmapInfo other)
{
return ID == other?.ID;

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@ -7,16 +7,14 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transformations;
using osu.Framework.MathUtils;
using System;
using System.Collections.Generic;
namespace osu.Game.Graphics.UserInterface
{
public class StarCounter : Container
{
private readonly Container starContainer;
private readonly List<TextAwesome> stars = new List<TextAwesome>();
private readonly Container<Star> stars;
private double transformStartTime = 0;
private double transformStartTime;
/// <summary>
/// Maximum amount of stars displayed.
@ -24,37 +22,20 @@ namespace osu.Game.Graphics.UserInterface
/// <remarks>
/// This does not limit the counter value, but the amount of stars displayed.
/// </remarks>
public int MaxStars
{
get;
protected set;
}
public int StarCount { get; }
private double animationDelay => 80;
private double scalingDuration => 500;
private double scalingDuration => 1000;
private EasingTypes scalingEasing => EasingTypes.OutElasticHalf;
private float minStarScale => 0.3f;
private float minStarScale => 0.4f;
private double fadingDuration => 100;
private float minStarAlpha => 0.5f;
public float StarSize = 20;
public float StarSpacing = 4;
private const float star_size = 20;
private float star_spacing = 4;
public float VisibleValue
{
get
{
double elapsedTime = Time.Current - transformStartTime;
double expectedElapsedTime = Math.Abs(prevCount - count) * animationDelay;
if (elapsedTime >= expectedElapsedTime)
return count;
return Interpolation.ValueAt(elapsedTime, prevCount, count, 0, expectedElapsedTime);
}
}
private float prevCount;
private float count;
/// <summary>
@ -69,119 +50,121 @@ namespace osu.Game.Graphics.UserInterface
set
{
if (IsLoaded)
{
prevCount = VisibleValue;
transformCount(prevCount, value);
}
if (count == value) return;
if (IsLoaded)
transformCount(value);
count = value;
}
}
/// <summary>
/// Shows a float count as stars (up to 10). Used as star difficulty display.
/// </summary>
public StarCounter() : this(10)
{
AutoSizeAxes = Axes.Both;
}
/// <summary>
/// Shows a float count as stars. Used as star difficulty display.
/// </summary>
/// <param name="maxstars">Maximum amount of stars to display.</param>
public StarCounter(int maxstars)
/// <param name="starCount">Maximum amount of stars to display.</param>
public StarCounter(int starCount = 10)
{
MaxStars = Math.Max(maxstars, 0);
StarCount = Math.Max(starCount, 0);
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
starContainer = new Container
stars = new FlowContainer<Star>
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
AutoSizeAxes = Axes.Both,
Direction = FlowDirections.Horizontal,
Spacing = new Vector2(star_spacing),
}
};
starContainer.Width = MaxStars * StarSize + Math.Max(MaxStars - 1, 0) * StarSpacing;
starContainer.Height = StarSize;
for (int i = 0; i < MaxStars; i++)
for (int i = 0; i < StarCount; i++)
{
TextAwesome star = new TextAwesome
stars.Add(new Star
{
Icon = FontAwesome.fa_star,
Anchor = Anchor.CentreLeft,
Origin = Anchor.Centre,
TextSize = StarSize,
Scale = new Vector2(minStarScale),
Alpha = minStarAlpha,
Position = new Vector2((StarSize + StarSpacing) * i + (StarSize + StarSpacing) / 2, 0),
};
//todo: user Container<T> once we have it.
stars.Add(star);
starContainer.Add(star);
});
}
}
protected override void LoadComplete()
{
base.LoadComplete();
// Animate initial state from zero.
transformCount(0, Count);
ReplayAnimation();
}
public void ResetCount()
{
Count = 0;
count = 0;
StopAnimation();
}
public void ReplayAnimation()
{
var t = count;
ResetCount();
Count = t;
}
public void StopAnimation()
{
prevCount = count;
transformStartTime = Time.Current;
for (int i = 0; i < MaxStars; i++)
transformStarQuick(i, count);
int i = 0;
foreach (var star in stars.Children)
{
star.ClearTransformations(true);
star.FadeTo(i < count ? 1.0f : minStarAlpha);
star.Icon.ScaleTo(getStarScale(i, count));
i++;
}
}
private float getStarScale(int i, float value)
{
if (value <= i)
return minStarScale;
if (i + 1 <= value)
return 1.0f;
return Interpolation.ValueAt(value, minStarScale, 1.0f, i, i + 1);
return i + 1 <= value ? 1.0f : Interpolation.ValueAt(value, minStarScale, 1.0f, i, i + 1);
}
private void transformStar(int i, float value)
private void transformCount(float newValue)
{
stars[i].FadeTo(i < value ? 1.0f : minStarAlpha, fadingDuration);
stars[i].ScaleTo(getStarScale(i, value), scalingDuration, scalingEasing);
}
private void transformStarQuick(int i, float value)
{
stars[i].FadeTo(i < value ? 1.0f : minStarAlpha);
stars[i].ScaleTo(getStarScale(i, value));
}
private void transformCount(float currentValue, float newValue)
{
for (int i = 0; i < MaxStars; i++)
int i = 0;
foreach (var star in stars.Children)
{
stars[i].ClearTransformations();
if (currentValue <= newValue)
stars[i].Delay(Math.Max(i - currentValue, 0) * animationDelay);
star.ClearTransformations(true);
if (count <= newValue)
star.Delay(Math.Max(i - count, 0) * animationDelay, true);
else
stars[i].Delay(Math.Max(currentValue - 1 - i, 0) * animationDelay);
transformStar(i, newValue);
stars[i].DelayReset();
star.Delay(Math.Max(count - 1 - i, 0) * animationDelay, true);
star.FadeTo(i < newValue ? 1.0f : minStarAlpha, fadingDuration);
star.Icon.ScaleTo(getStarScale(i, newValue), scalingDuration, scalingEasing);
star.DelayReset();
i++;
}
}
class Star : Container
{
public TextAwesome Icon;
public Star()
{
Size = new Vector2(star_size);
Children = new[]
{
Icon = new TextAwesome
{
TextSize = star_size,
Icon = FontAwesome.fa_star,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
};
}
transformStartTime = Time.Current;
}
}
}

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@ -325,11 +325,7 @@ namespace osu.Game.Screens.Select
if (b.Metadata == null) b.Metadata = beatmapSet.Metadata;
});
foreach (var b in beatmapSet.Beatmaps)
b.ComputeDifficulty(database);
beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.StarDifficulty).ToList();
var group = new BeatmapGroup(database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()))
var group = new BeatmapGroup(beatmapSet, database)
{
SelectionChanged = selectionChanged,
StartRequested = b => footer.StartButton.TriggerClick()