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Merge pull request #14263 from frenzibyte/hide-player-settings-overlay
Hide non-interactive elements on multi-spectator players
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commit
66e33b3704
@ -6,13 +6,17 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Users;
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@ -23,6 +27,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Resolved]
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private OsuGameBase game { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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@ -80,6 +87,32 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddWaitStep("wait a bit", 20);
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}
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[Test]
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public void TestSpectatorPlayerInteractiveElementsHidden()
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{
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HUDVisibilityMode originalConfigValue = default;
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AddStep("get original config hud visibility", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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AddStep("set config hud visibility to always", () => config.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always));
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen(false);
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AddUntilStep("wait for player loaders", () => this.ChildrenOfType<PlayerLoader>().Count() == 2);
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AddAssert("all player loader settings hidden", () => this.ChildrenOfType<PlayerLoader>().All(l => !l.ChildrenOfType<FillFlowContainer<PlayerSettingsGroup>>().Any()));
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AddUntilStep("wait for players to load", () => spectatorScreen.AllPlayersLoaded);
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// components wrapped in skinnable target containers load asynchronously, potentially taking more than one frame to load.
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// therefore use until step rather than direct assert to account for that.
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AddUntilStep("all interactive elements removed", () => this.ChildrenOfType<Player>().All(p =>
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!p.ChildrenOfType<PlayerSettingsOverlay>().Any() &&
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!p.ChildrenOfType<HoldForMenuButton>().Any() &&
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p.ChildrenOfType<SongProgressBar>().SingleOrDefault()?.ShowHandle == false));
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AddStep("restore config hud visibility", () => config.SetValue(OsuSetting.HUDVisibilityMode, originalConfigValue));
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}
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[Test]
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public void TestTeamDisplay()
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{
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
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: base(score)
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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}
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@ -34,6 +34,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private void load()
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{
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spectatorPlayerClock.WaitingOnFrames.BindTo(waitingOnFrames);
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HUDOverlay.PlayerSettingsOverlay.Expire();
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HUDOverlay.HoldToQuit.Expire();
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}
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protected override void UpdateAfterChildren()
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@ -3,6 +3,7 @@
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Game.Scoring;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -19,6 +20,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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PlayerSettings.Expire();
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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}
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@ -20,6 +20,11 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public bool AllowRestart { get; set; } = true;
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/// <summary>
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/// Whether the player should be able to interact with this player instance.
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/// </summary>
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public bool AllowUserInteraction { get; set; } = true;
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/// <summary>
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/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
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/// </summary>
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@ -46,9 +46,14 @@ namespace osu.Game.Screens.Play
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protected override bool PlayResumeSound => false;
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protected BeatmapMetadataDisplay MetadataInfo;
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protected BeatmapMetadataDisplay MetadataInfo { get; private set; }
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protected VisualSettings VisualSettings;
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/// <summary>
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/// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader.
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/// </summary>
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protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; }
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protected VisualSettings VisualSettings { get; private set; }
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protected Task LoadTask { get; private set; }
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@ -140,7 +145,7 @@ namespace osu.Game.Screens.Play
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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new FillFlowContainer<PlayerSettingsGroup>
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PlayerSettings = new FillFlowContainer<PlayerSettingsGroup>
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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@ -119,7 +119,8 @@ namespace osu.Game.Screens.Play
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if (drawableRuleset != null)
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{
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AllowSeeking.BindTo(drawableRuleset.HasReplayLoaded);
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if (player?.Configuration.AllowUserInteraction == true)
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((IBindable<bool>)AllowSeeking).BindTo(drawableRuleset.HasReplayLoaded);
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referenceClock = drawableRuleset.FrameStableClock;
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Objects = drawableRuleset.Objects;
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@ -23,7 +23,8 @@ namespace osu.Game.Screens.Play
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protected override bool CheckModsAllowFailure() => false; // todo: better support starting mid-way through beatmap
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public SpectatorPlayer(Score score)
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public SpectatorPlayer(Score score, PlayerConfiguration configuration = null)
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: base(configuration)
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{
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this.score = score;
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}
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