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https://github.com/ppy/osu.git
synced 2024-11-06 06:57:39 +08:00
Merge branch 'master' into notification-improvements
This commit is contained in:
commit
502ccae0ca
@ -12,17 +12,17 @@ using osu.Framework.Graphics.Containers;
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namespace osu.Desktop.VisualTests.Tests
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{
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internal class TestCaseNotificationManager : TestCase
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internal class TestCaseNotificationOverlay : TestCase
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{
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public override string Description => @"I handle notifications";
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private readonly NotificationManager manager;
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private readonly NotificationOverlay manager;
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public TestCaseNotificationManager()
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public TestCaseNotificationOverlay()
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{
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progressingNotifications.Clear();
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Content.Add(manager = new NotificationManager
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Content.Add(manager = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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@ -6,6 +6,7 @@ using osu.Desktop.VisualTests.Platform;
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using osu.Framework.Testing;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Filter;
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@ -29,6 +30,7 @@ namespace osu.Desktop.VisualTests.Tests
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var storage = new TestStorage(@"TestCasePlaySongSelect");
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var backingDatabase = storage.GetDatabase(@"client");
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backingDatabase.CreateTable<StoreVersion>();
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rulesets = new RulesetStore(backingDatabase);
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manager = new BeatmapManager(storage, null, backingDatabase, rulesets);
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@ -198,7 +198,7 @@
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<Compile Include="Tests\TestCaseManiaPlayfield.cs" />
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<Compile Include="Tests\TestCaseMenuOverlays.cs" />
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<Compile Include="Tests\TestCaseMusicController.cs" />
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<Compile Include="Tests\TestCaseNotificationManager.cs" />
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<Compile Include="Tests\TestCaseNotificationOverlay.cs" />
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<Compile Include="Tests\TestCaseOnScreenDisplay.cs" />
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<Compile Include="Tests\TestCaseReplaySettingsOverlay.cs" />
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<Compile Include="Tests\TestCasePlayer.cs" />
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@ -25,16 +25,16 @@ namespace osu.Desktop.Overlays
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public class VersionManager : OverlayContainer
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{
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private UpdateManager updateManager;
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private NotificationManager notificationManager;
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private NotificationOverlay notificationOverlay;
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protected override bool HideOnEscape => false;
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public override bool HandleInput => false;
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[BackgroundDependencyLoader]
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private void load(NotificationManager notification, OsuColour colours, TextureStore textures, OsuGameBase game)
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private void load(NotificationOverlay notification, OsuColour colours, TextureStore textures, OsuGameBase game)
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{
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notificationManager = notification;
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notificationOverlay = notification;
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AutoSizeAxes = Axes.Both;
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Anchor = Anchor.BottomCentre;
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@ -116,7 +116,7 @@ namespace osu.Desktop.Overlays
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if (notification == null)
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{
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notification = new UpdateProgressNotification { State = ProgressNotificationState.Active };
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Schedule(() => notificationManager.Post(notification));
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Schedule(() => notificationOverlay.Post(notification));
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}
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Schedule(() =>
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@ -17,6 +17,12 @@ namespace osu.Game.Beatmaps
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public event Action<BeatmapSetInfo> BeatmapSetAdded;
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public event Action<BeatmapSetInfo> BeatmapSetRemoved;
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/// <summary>
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/// The current version of this store. Used for migrations (see <see cref="PerformMigration(int, int)"/>).
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/// The initial version is 1.
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/// </summary>
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protected override int StoreVersion => 1;
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public BeatmapStore(SQLiteConnection connection)
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: base(connection)
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{
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@ -50,13 +56,44 @@ namespace osu.Game.Beatmaps
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cleanupPendingDeletions();
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}
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/// <summary>
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/// Perform migrations between two store versions.
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/// </summary>
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/// <param name="currentVersion">The current store version. This will be zero on a fresh database initialisation.</param>
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/// <param name="newVersion">The target version which we are migrating to (equal to the current <see cref="StoreVersion"/>).</param>
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protected override void PerformMigration(int currentVersion, int newVersion)
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{
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base.PerformMigration(currentVersion, newVersion);
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while (currentVersion++ < newVersion)
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{
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switch (currentVersion)
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{
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case 1:
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// initialising from a version before we had versioning (or a fresh install).
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// force adding of Protected column (not automatically migrated).
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Connection.MigrateTable<BeatmapSetInfo>();
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// remove all existing beatmaps.
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foreach (var b in Connection.GetAllWithChildren<BeatmapSetInfo>(null, true))
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Connection.Delete(b, true);
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break;
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}
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}
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}
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/// <summary>
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/// Add a <see cref="BeatmapSetInfo"/> to the database.
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/// </summary>
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/// <param name="beatmapSet">The beatmap to add.</param>
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public void Add(BeatmapSetInfo beatmapSet)
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{
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Connection.InsertOrReplaceWithChildren(beatmapSet, true);
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Connection.RunInTransaction(() =>
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{
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Connection.InsertOrReplaceWithChildren(beatmapSet, true);
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});
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BeatmapSetAdded?.Invoke(beatmapSet);
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}
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@ -17,6 +17,8 @@ namespace osu.Game.Database
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protected readonly Storage Storage;
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protected readonly SQLiteConnection Connection;
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protected virtual int StoreVersion => 1;
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protected DatabaseBackedStore(SQLiteConnection connection, Storage storage = null)
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{
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Storage = storage;
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@ -31,6 +33,28 @@ namespace osu.Game.Database
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Logger.Error(e, $@"Failed to initialise the {GetType()}! Trying again with a clean database...");
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Prepare(true);
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}
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checkMigrations();
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}
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private void checkMigrations()
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{
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var storeName = GetType().Name;
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var reportedVersion = Connection.Table<StoreVersion>().FirstOrDefault(s => s.StoreName == storeName) ?? new StoreVersion
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{
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StoreName = storeName,
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Version = 0
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};
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if (reportedVersion.Version != StoreVersion)
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PerformMigration(reportedVersion.Version, reportedVersion.Version = StoreVersion);
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Connection.InsertOrReplace(reportedVersion);
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}
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protected virtual void PerformMigration(int currentVersion, int newVersion)
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{
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}
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/// <summary>
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15
osu.Game/Database/StoreVersion.cs
Normal file
15
osu.Game/Database/StoreVersion.cs
Normal file
@ -0,0 +1,15 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using SQLite.Net.Attributes;
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namespace osu.Game.Database
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{
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public class StoreVersion
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{
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[PrimaryKey]
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public string StoreName { get; set; }
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public int Version { get; set; }
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}
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}
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@ -68,6 +68,14 @@ namespace osu.Game.Graphics.UserInterface
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sampleClick = audio.Sample.Get(@"UI/generic-click");
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sampleHover = audio.Sample.Get(@"UI/generic-hover");
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Enabled.ValueChanged += enabled_ValueChanged;
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Enabled.TriggerChange();
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}
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private void enabled_ValueChanged(bool enabled)
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{
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this.FadeColour(enabled ? Color4.White : Color4.Gray, 200, Easing.OutQuint);
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}
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protected override bool OnClick(InputState state)
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@ -117,7 +117,7 @@ namespace osu.Game.Online.API
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if (!authentication.HasValidAccessToken && !authentication.AuthenticateWithLogin(Username, Password))
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{
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//todo: this fails even on network-related issues. we should probably handle those differently.
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//NotificationManager.ShowMessage("Login failed!");
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//NotificationOverlay.ShowMessage("Login failed!");
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log.Add(@"Login failed!");
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Password = null;
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continue;
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@ -254,7 +254,7 @@ namespace osu.Game.Online.API
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{
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//OsuGame.Scheduler.Add(delegate
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{
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//NotificationManager.ShowMessage($@"We just went {newState}!", newState == APIState.Online ? Color4.YellowGreen : Color4.OrangeRed, 5000);
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//NotificationOverlay.ShowMessage($@"We just went {newState}!", newState == APIState.Online ? Color4.YellowGreen : Color4.OrangeRed, 5000);
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log.Add($@"We just went {newState}!");
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Scheduler.Add(delegate
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{
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@ -37,7 +37,7 @@ namespace osu.Game
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private MusicController musicController;
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private NotificationManager notificationManager;
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private NotificationOverlay notificationOverlay;
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private DialogOverlay dialogOverlay;
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@ -132,7 +132,7 @@ namespace osu.Game
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if (s.Beatmap == null)
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{
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notificationManager.Post(new SimpleNotification
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notificationOverlay.Post(new SimpleNotification
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{
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Text = @"Tried to load a score for a beatmap we don't have!",
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Icon = FontAwesome.fa_life_saver,
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@ -189,7 +189,7 @@ namespace osu.Game
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Origin = Anchor.TopRight,
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}, overlayContent.Add);
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LoadComponentAsync(notificationManager = new NotificationManager
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LoadComponentAsync(notificationOverlay = new NotificationOverlay
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{
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Depth = -3,
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Anchor = Anchor.TopRight,
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@ -205,7 +205,7 @@ namespace osu.Game
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{
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if (entry.Level < LogLevel.Important) return;
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notificationManager.Post(new SimpleNotification
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notificationOverlay.Post(new SimpleNotification
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{
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Text = $@"{entry.Level}: {entry.Message}"
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});
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@ -216,7 +216,7 @@ namespace osu.Game
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dependencies.Cache(chat);
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dependencies.Cache(userProfile);
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dependencies.Cache(musicController);
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dependencies.Cache(notificationManager);
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dependencies.Cache(notificationOverlay);
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dependencies.Cache(dialogOverlay);
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// ensure both overlays aren't presented at the same time
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@ -18,6 +18,7 @@ using osu.Game.Graphics.Processing;
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using osu.Game.Online.API;
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using SQLite.Net;
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using osu.Framework.Graphics.Performance;
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using osu.Game.Database;
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using osu.Game.IO;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Scoring;
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@ -97,6 +98,8 @@ namespace osu.Game
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SQLiteConnection connection = Host.Storage.GetDatabase(@"client");
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connection.CreateTable<StoreVersion>();
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dependencies.Cache(RulesetStore = new RulesetStore(connection));
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dependencies.Cache(FileStore = new FileStore(connection, Host.Storage));
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dependencies.Cache(BeatmapManager = new BeatmapManager(Host.Storage, FileStore, connection, RulesetStore, Host));
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@ -13,7 +13,7 @@ using osu.Game.Graphics.Containers;
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namespace osu.Game.Overlays
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{
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public class NotificationManager : OsuFocusedOverlayContainer
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public class NotificationOverlay : OsuFocusedOverlayContainer
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{
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private const float width = 320;
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@ -28,6 +28,8 @@ namespace osu.Game.Overlays
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Width = width;
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RelativeSizeAxes = Axes.Y;
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AlwaysPresent = true;
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Children = new Drawable[]
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{
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new Box
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@ -72,17 +74,20 @@ namespace osu.Game.Overlays
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public void Post(Notification notification)
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{
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State = Visibility.Visible;
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Schedule(() =>
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{
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State = Visibility.Visible;
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++runningDepth;
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notification.Depth = notification.DisplayOnTop ? runningDepth : -runningDepth;
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++runningDepth;
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notification.Depth = notification.DisplayOnTop ? runningDepth : -runningDepth;
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var hasCompletionTarget = notification as IHasCompletionTarget;
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if (hasCompletionTarget != null)
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hasCompletionTarget.CompletionTarget = Post;
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var hasCompletionTarget = notification as IHasCompletionTarget;
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if (hasCompletionTarget != null)
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hasCompletionTarget.CompletionTarget = Post;
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var ourType = notification.GetType();
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sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)))?.Add(notification);
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var ourType = notification.GetType();
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sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)))?.Add(notification);
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});
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}
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protected override void PopIn()
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@ -109,4 +114,4 @@ namespace osu.Game.Overlays
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this.FadeTo(0, TRANSITION_LENGTH / 2);
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}
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}
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}
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}
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@ -19,9 +19,9 @@ namespace osu.Game.Overlays.Toolbar
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}
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[BackgroundDependencyLoader]
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private void load(NotificationManager notificationManager)
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private void load(NotificationOverlay notificationOverlay)
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{
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StateContainer = notificationManager;
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StateContainer = notificationOverlay;
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}
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}
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}
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@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationManager notificationManager, OsuColour colours)
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay, OsuColour colours)
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{
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showHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
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showHud.ValueChanged += hudVisibility => content.FadeTo(hudVisibility ? 1 : 0, duration);
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@ -71,7 +71,7 @@ namespace osu.Game.Screens.Play
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{
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hasShownNotificationOnce = true;
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notificationManager?.Post(new SimpleNotification
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notificationOverlay?.Post(new SimpleNotification
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{
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Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
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});
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@ -80,6 +80,7 @@
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<Compile Include="Beatmaps\DifficultyCalculator.cs" />
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<Compile Include="Beatmaps\DummyWorkingBeatmap.cs" />
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<Compile Include="Beatmaps\IO\LegacyFilesystemReader.cs" />
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<Compile Include="Database\StoreVersion.cs" />
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<Compile Include="Graphics\Containers\OsuClickableContainer.cs" />
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<Compile Include="Graphics\Containers\OsuFocusedOverlayContainer.cs" />
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<Compile Include="Graphics\Containers\OsuScrollContainer.cs" />
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@ -249,7 +250,7 @@
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<Compile Include="Configuration\OsuConfigManager.cs" />
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<Compile Include="Overlays\Notifications\IHasCompletionTarget.cs" />
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<Compile Include="Overlays\Notifications\Notification.cs" />
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<Compile Include="Overlays\NotificationManager.cs" />
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<Compile Include="Overlays\NotificationOverlay.cs" />
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<Compile Include="Overlays\Notifications\NotificationSection.cs" />
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<Compile Include="Overlays\Notifications\ProgressCompletionNotification.cs" />
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<Compile Include="Overlays\Notifications\ProgressNotification.cs" />
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