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https://github.com/ppy/osu.git
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Merge branch 'master' into hide-resume-overlay
This commit is contained in:
commit
66e9bb2581
@ -1,10 +1,12 @@
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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 System.Diagnostics;
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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.Audio;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -14,16 +16,23 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Storyboards;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
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{
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private TestGameplaySampleTriggerSource sampleTriggerSource;
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private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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private Beatmap beatmap;
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private Beatmap beatmap = null!;
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[Resolved]
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private AudioManager audio { get; set; } = null!;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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@ -39,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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const double start_offset = 8000;
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const double spacing = 2000;
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// intentionally start objects a bit late so we can test the case of no alive objects.
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double t = start_offset;
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beatmap.HitObjects.AddRange(new[]
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{
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new HitCircle
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{
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// intentionally start objects a bit late so we can test the case of no alive objects.
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
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},
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@ -80,42 +90,66 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestCorrectHitObject()
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{
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HitObjectLifetimeEntry nextObjectEntry = null;
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waitForAliveObjectIndex(null);
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checkValidObjectIndex(0);
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AddAssert("no alive objects", () => getNextAliveObject() == null);
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seekBeforeIndex(0);
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waitForAliveObjectIndex(0);
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checkValidObjectIndex(0);
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AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
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AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
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AddUntilStep("get next object", () =>
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AddStep("hit first object", () =>
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{
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var nextDrawableObject = getNextAliveObject();
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var next = getNextAliveObject();
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if (nextDrawableObject != null)
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if (next != null)
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{
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nextObjectEntry = nextDrawableObject.Entry;
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InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
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return true;
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}
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Debug.Assert(next.Entry?.Result?.HasResult != true);
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return false;
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});
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AddUntilStep("hit first hitobject", () =>
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{
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InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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return nextObjectEntry.Result?.HasResult == true;
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}
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});
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AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
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AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
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AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
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AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
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checkValidObjectIndex(1);
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AddUntilStep("no alive objects", () => getNextAliveObject() == null);
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AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
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// Still object 1 as it's not hit yet.
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seekBeforeIndex(1);
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waitForAliveObjectIndex(1);
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checkValidObjectIndex(1);
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seekBeforeIndex(2);
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waitForAliveObjectIndex(2);
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checkValidObjectIndex(2);
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seekBeforeIndex(3);
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waitForAliveObjectIndex(3);
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checkValidObjectIndex(3);
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AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
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waitForAliveObjectIndex(null);
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checkValidObjectIndex(3);
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}
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private DrawableHitObject getNextAliveObject() =>
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private void seekBeforeIndex(int index) =>
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AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
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private void waitForAliveObjectIndex(int? index)
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{
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if (index == null)
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AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
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else
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AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
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}
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private void checkValidObjectIndex(int index) =>
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AddAssert($"check valid object is {index}", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
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private DrawableHitObject? getNextAliveObject() =>
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Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
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[Test]
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@ -21,7 +21,7 @@ namespace osu.Game.Graphics.Containers
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/// </summary>
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public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
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protected const double BACKGROUND_FADE_DURATION = 800;
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public const double BACKGROUND_FADE_DURATION = 800;
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/// <summary>
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/// Whether or not user-configured settings relating to brightness of elements should be ignored
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@ -417,7 +417,7 @@ namespace osu.Game.Screens.Play
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lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
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highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
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ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
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ApplyToBackground(b => b.FadeColour(Color4.White, 800, Easing.OutQuint));
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}
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protected virtual void ContentOut()
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@ -1,9 +1,9 @@
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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 System;
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using System.Diagnostics;
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using osu.Framework.Screens;
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using osu.Game.Screens.Backgrounds;
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namespace osu.Game.Screens.Play
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@ -12,6 +12,11 @@ namespace osu.Game.Screens.Play
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
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public void ApplyToBackground(Action<BackgroundScreenBeatmap> action) => base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
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public void ApplyToBackground(Action<BackgroundScreenBeatmap> action)
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{
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Debug.Assert(this.IsCurrentScreen());
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base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
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}
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}
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}
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@ -31,6 +31,7 @@ using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -148,7 +149,7 @@ namespace osu.Game.Screens.Select
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if (!this.IsCurrentScreen())
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return;
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ApplyToBackground(b => b.BlurAmount.Value = e.NewValue ? BACKGROUND_BLUR : 0);
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ApplyToBackground(applyBlurToBackground);
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});
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LoadComponentAsync(Carousel = new BeatmapCarousel
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@ -194,6 +195,7 @@ namespace osu.Game.Screens.Select
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{
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ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = new WedgeBackground
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@ -762,13 +764,19 @@ namespace osu.Game.Screens.Select
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/// </summary>
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/// <param name="beatmap">The working beatmap.</param>
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private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
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{
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// If not the current screen, this will be applied in OnResuming.
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if (this.IsCurrentScreen())
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{
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ApplyToBackground(backgroundModeBeatmap =>
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
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backgroundModeBeatmap.IgnoreUserSettings.Value = true;
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backgroundModeBeatmap.FadeColour(Color4.White, 250);
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applyBlurToBackground(backgroundModeBeatmap);
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});
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}
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beatmapInfoWedge.Beatmap = beatmap;
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@ -785,6 +793,14 @@ namespace osu.Game.Screens.Select
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}
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}
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private void applyBlurToBackground(BackgroundScreenBeatmap backgroundModeBeatmap)
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{
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backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
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backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = configBackgroundBlur.Value ? 0 : 0.4f;
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wedgeBackground.FadeTo(configBackgroundBlur.Value ? 0.5f : 0.2f, UserDimContainer.BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
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/// <summary>
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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.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Screens.Select
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{
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@ -22,7 +19,7 @@ namespace osu.Game.Screens.Select
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1, 0.5f),
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Colour = Color4.Black.Opacity(0.5f),
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Colour = Color4.Black,
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Shear = new Vector2(0.15f, 0),
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EdgeSmoothness = new Vector2(2, 0),
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},
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@ -32,7 +29,7 @@ namespace osu.Game.Screens.Select
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RelativePositionAxes = Axes.Y,
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Size = new Vector2(1, -0.5f),
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Position = new Vector2(0, 1),
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Colour = Color4.Black.Opacity(0.5f),
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Colour = Color4.Black,
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Shear = new Vector2(-0.15f, 0),
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EdgeSmoothness = new Vector2(2, 0),
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},
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