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Merge pull request #25097 from peppy/results-screen-progress-fast
Show results immediately if user hits "back" key after finishing gameplay
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commit
5f51b8a7c9
@ -72,12 +72,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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[Test]
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public void TestStoryboardExitDuringOutroStillExits()
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public void TestStoryboardExitDuringOutroProgressesToResults()
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{
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CreateTest();
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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("player exited", () => !Player.IsCurrentScreen() && Player.GetChildScreen() == null);
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AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
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}
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[TestCase(false)]
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@ -171,7 +171,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("disable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, false));
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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("player exited", () => Stack.CurrentScreen == null);
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AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
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}
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[Test]
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@ -215,6 +215,24 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("retry count is 1", () => player.RestartCount == 1);
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}
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[Test]
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public void TestRetryImmediatelyAfterCompletion()
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{
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var getOriginalPlayer = playToCompletion();
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AddStep("attempt to retry", () => getOriginalPlayer().ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
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}
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[Test]
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public void TestExitImmediatelyAfterCompletion()
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{
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var player = playToCompletion();
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AddStep("attempt to exit", () => player().ChildrenOfType<HotkeyExitOverlay>().First().Action());
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AddUntilStep("wait for results", () => Game.ScreenStack.CurrentScreen is ResultsScreen);
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}
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[Test]
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public void TestRetryFromResults()
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{
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@ -778,6 +796,13 @@ namespace osu.Game.Tests.Visual.Navigation
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}
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private Func<Player> playToResults()
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{
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var player = playToCompletion();
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AddUntilStep("wait for results", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
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return player;
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}
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private Func<Player> playToCompletion()
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{
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Player player = null;
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@ -803,7 +828,8 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
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AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
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AddUntilStep("wait for pass", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
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AddUntilStep("wait for complete", () => player.GameplayState.HasPassed);
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return () => player;
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}
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@ -279,8 +279,10 @@ namespace osu.Game.Screens.Play
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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PerformExit(false);
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if (PerformExit(false))
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// The hotkey overlay dims the screen.
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// If the operation succeeds, we want to make sure we stay dimmed to keep continuity.
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fadeOut(true);
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},
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},
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});
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@ -298,8 +300,10 @@ namespace osu.Game.Screens.Play
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart(true);
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if (Restart(true))
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// The hotkey overlay dims the screen.
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// If the operation succeeds, we want to make sure we stay dimmed to keep continuity.
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fadeOut(true);
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},
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},
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});
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@ -565,20 +569,9 @@ namespace osu.Game.Screens.Play
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/// Whether the pause or fail dialog should be shown before performing an exit.
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/// If <see langword="true"/> and a dialog is not yet displayed, the exit will be blocked and the relevant dialog will display instead.
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/// </param>
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protected void PerformExit(bool showDialogFirst)
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/// <returns>Whether this call resulted in a final exit.</returns>
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protected bool PerformExit(bool showDialogFirst)
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{
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// there is a chance that an exit request occurs after the transition to results has already started.
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// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
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if (!this.IsCurrentScreen())
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{
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ValidForResume = false;
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// in the potential case that this instance has already been exited, this is required to avoid a crash.
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if (this.GetChildScreen() != null)
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this.MakeCurrent();
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return;
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}
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bool pauseOrFailDialogVisible =
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PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
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@ -588,7 +581,7 @@ namespace osu.Game.Screens.Play
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if (ValidForResume && GameplayState.HasFailed)
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{
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failAnimationContainer.FinishTransforms(true);
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return;
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return false;
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}
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// even if this call has requested a dialog, there is a chance the current player mode doesn't support pausing.
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@ -597,21 +590,32 @@ namespace osu.Game.Screens.Play
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// in the case a dialog needs to be shown, attempt to pause and show it.
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// this may fail (see internal checks in Pause()) but the fail cases are temporary, so don't fall through to Exit().
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Pause();
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return;
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return false;
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}
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}
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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resultsDisplayDelegate?.Cancel();
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// Matching osu!stable behaviour, if the results screen is pending and the user requests an exit,
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// show the results instead.
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if (GameplayState.HasPassed && !isRestarting)
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{
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progressToResults(false);
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return false;
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}
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// import current score if possible.
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prepareAndImportScoreAsync();
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this.Exit();
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// Screen may not be current if a restart has been performed.
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if (this.IsCurrentScreen())
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{
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this.Exit();
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}
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return true;
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}
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private void performUserRequestedSkip()
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@ -660,10 +664,11 @@ namespace osu.Game.Screens.Play
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/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
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/// </summary>
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/// <param name="quickRestart">Whether a quick restart was requested (skipping intro etc.).</param>
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public void Restart(bool quickRestart = false)
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/// <returns>Whether this call resulted in a restart.</returns>
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public bool Restart(bool quickRestart = false)
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{
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if (!Configuration.AllowRestart)
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return;
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return false;
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isRestarting = true;
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@ -673,7 +678,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke(quickRestart);
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PerformExit(false);
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return PerformExit(false);
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}
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/// <summary>
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@ -729,9 +734,6 @@ namespace osu.Game.Screens.Play
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false;
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if (!Configuration.ShowResults)
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return;
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bool storyboardStillRunning = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
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// If the current beatmap has a storyboard, this method will be called again on storyboard completion.
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@ -754,10 +756,16 @@ namespace osu.Game.Screens.Play
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/// <param name="withDelay">Whether a minimum delay (<see cref="RESULTS_DISPLAY_DELAY"/>) should be added before the screen is displayed.</param>
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private void progressToResults(bool withDelay)
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{
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resultsDisplayDelegate?.Cancel();
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if (!Configuration.ShowResults)
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return;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false;
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double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
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resultsDisplayDelegate?.Cancel();
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resultsDisplayDelegate = new ScheduledDelegate(() =>
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{
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if (prepareScoreForDisplayTask == null)
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@ -1200,8 +1208,11 @@ namespace osu.Game.Screens.Play
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float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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storyboardReplacesBackground.Value = false;
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if (this.IsCurrentScreen())
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{
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ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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storyboardReplacesBackground.Value = false;
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}
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}
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#endregion
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@ -414,6 +414,8 @@ namespace osu.Game.Screens.Play
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quickRestart = quickRestartRequested;
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hideOverlays = true;
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ValidForResume = true;
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this.MakeCurrent();
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}
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private void contentIn()
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