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Merge branch 'master' into hide-resume-overlay

This commit is contained in:
Bartłomiej Dach 2023-02-16 21:33:23 +01:00
commit 66e9bb2581
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6 changed files with 96 additions and 44 deletions

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@ -1,10 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -14,16 +16,23 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Storyboards;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
{
private TestGameplaySampleTriggerSource sampleTriggerSource;
private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
private Beatmap beatmap;
private Beatmap beatmap = null!;
[Resolved]
private AudioManager audio { get; set; } = null!;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
@ -39,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
const double start_offset = 8000;
const double spacing = 2000;
// intentionally start objects a bit late so we can test the case of no alive objects.
double t = start_offset;
beatmap.HitObjects.AddRange(new[]
{
new HitCircle
{
// intentionally start objects a bit late so we can test the case of no alive objects.
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
@ -80,42 +90,66 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestCorrectHitObject()
{
HitObjectLifetimeEntry nextObjectEntry = null;
waitForAliveObjectIndex(null);
checkValidObjectIndex(0);
AddAssert("no alive objects", () => getNextAliveObject() == null);
seekBeforeIndex(0);
waitForAliveObjectIndex(0);
checkValidObjectIndex(0);
AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
AddUntilStep("get next object", () =>
AddStep("hit first object", () =>
{
var nextDrawableObject = getNextAliveObject();
var next = getNextAliveObject();
if (nextDrawableObject != null)
if (next != null)
{
nextObjectEntry = nextDrawableObject.Entry;
InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
return true;
Debug.Assert(next.Entry?.Result?.HasResult != true);
InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
InputManager.Click(MouseButton.Left);
}
return false;
});
AddUntilStep("hit first hitobject", () =>
{
InputManager.Click(MouseButton.Left);
return nextObjectEntry.Result?.HasResult == true;
});
AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
checkValidObjectIndex(1);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
// Still object 1 as it's not hit yet.
seekBeforeIndex(1);
waitForAliveObjectIndex(1);
checkValidObjectIndex(1);
AddUntilStep("no alive objects", () => getNextAliveObject() == null);
AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
seekBeforeIndex(2);
waitForAliveObjectIndex(2);
checkValidObjectIndex(2);
seekBeforeIndex(3);
waitForAliveObjectIndex(3);
checkValidObjectIndex(3);
AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
waitForAliveObjectIndex(null);
checkValidObjectIndex(3);
}
private DrawableHitObject getNextAliveObject() =>
private void seekBeforeIndex(int index) =>
AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
private void waitForAliveObjectIndex(int? index)
{
if (index == null)
AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
else
AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
}
private void checkValidObjectIndex(int index) =>
AddAssert($"check valid object is {index}", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
private DrawableHitObject? getNextAliveObject() =>
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
[Test]

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@ -21,7 +21,7 @@ namespace osu.Game.Graphics.Containers
/// </summary>
public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
protected const double BACKGROUND_FADE_DURATION = 800;
public const double BACKGROUND_FADE_DURATION = 800;
/// <summary>
/// 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
lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
ApplyToBackground(b => b.FadeColour(Color4.White, 800, Easing.OutQuint));
}
protected virtual void ContentOut()

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@ -1,9 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Diagnostics;
using osu.Framework.Screens;
using osu.Game.Screens.Backgrounds;
namespace osu.Game.Screens.Play
@ -12,6 +12,11 @@ namespace osu.Game.Screens.Play
{
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
public void ApplyToBackground(Action<BackgroundScreenBeatmap> action) => base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
public void ApplyToBackground(Action<BackgroundScreenBeatmap> action)
{
Debug.Assert(this.IsCurrentScreen());
base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
}
}
}

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@ -31,6 +31,7 @@ using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
@ -148,7 +149,7 @@ namespace osu.Game.Screens.Select
if (!this.IsCurrentScreen())
return;
ApplyToBackground(b => b.BlurAmount.Value = e.NewValue ? BACKGROUND_BLUR : 0);
ApplyToBackground(applyBlurToBackground);
});
LoadComponentAsync(Carousel = new BeatmapCarousel
@ -194,6 +195,7 @@ namespace osu.Game.Screens.Select
{
ParallaxAmount = 0.005f,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = new WedgeBackground
@ -763,12 +765,18 @@ namespace osu.Game.Screens.Select
/// <param name="beatmap">The working beatmap.</param>
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
{
ApplyToBackground(backgroundModeBeatmap =>
// If not the current screen, this will be applied in OnResuming.
if (this.IsCurrentScreen())
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
backgroundModeBeatmap.FadeColour(Color4.White, 250);
});
ApplyToBackground(backgroundModeBeatmap =>
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
backgroundModeBeatmap.FadeColour(Color4.White, 250);
applyBlurToBackground(backgroundModeBeatmap);
});
}
beatmapInfoWedge.Beatmap = beatmap;
@ -785,6 +793,14 @@ namespace osu.Game.Screens.Select
}
}
private void applyBlurToBackground(BackgroundScreenBeatmap backgroundModeBeatmap)
{
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = configBackgroundBlur.Value ? 0 : 0.4f;
wedgeBackground.FadeTo(configBackgroundBlur.Value ? 0.5f : 0.2f, UserDimContainer.BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
/// <summary>

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@ -1,14 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes;
namespace osu.Game.Screens.Select
{
@ -22,7 +19,7 @@ namespace osu.Game.Screens.Select
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(1, 0.5f),
Colour = Color4.Black.Opacity(0.5f),
Colour = Color4.Black,
Shear = new Vector2(0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
},
@ -32,7 +29,7 @@ namespace osu.Game.Screens.Select
RelativePositionAxes = Axes.Y,
Size = new Vector2(1, -0.5f),
Position = new Vector2(0, 1),
Colour = Color4.Black.Opacity(0.5f),
Colour = Color4.Black,
Shear = new Vector2(-0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
},