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Merge pull request #18669 from peppy/fix-hit-error-when-not-visible
Fix hit error meters not updating visual state when hidden
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commit
674a9bb399
@ -14,6 +14,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Skinning;
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using osu.Game.Tests.Gameplay;
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using osuTK.Input;
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@ -145,6 +146,26 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("key counters still hidden", () => !keyCounterFlow.IsPresent);
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}
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[Test]
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public void TestHiddenHUDDoesntBlockComponentUpdates()
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{
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int updateCount = 0;
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AddStep("set hud to never show", () => localConfig.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Never));
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createNew();
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AddUntilStep("wait for hud load", () => hudOverlay.IsLoaded);
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AddUntilStep("wait for components to be hidden", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().Alpha == 0);
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AddStep("bind on update", () =>
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{
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hudOverlay.ChildrenOfType<BarHitErrorMeter>().First().OnUpdate += _ => updateCount++;
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});
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AddUntilStep("wait for updates", () => updateCount > 0);
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}
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[Test]
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public void TestHiddenHUDDoesntBlockSkinnableComponentsLoad()
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{
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@ -153,7 +174,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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createNew();
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AddUntilStep("wait for hud load", () => hudOverlay.IsLoaded);
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AddUntilStep("wait for components to be hidden", () => !hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().IsPresent);
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AddUntilStep("wait for components to be hidden", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().Alpha == 0);
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AddStep("reload components", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().Reload());
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AddUntilStep("skinnable components loaded", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().ComponentsLoaded);
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@ -142,6 +142,36 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("no circle added", () => !this.ChildrenOfType<ColourHitErrorMeter.HitErrorCircle>().Any());
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}
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[Test]
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public void TestProcessingWhileHidden()
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{
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AddStep("OD 1", () => recreateDisplay(new OsuHitWindows(), 1));
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AddStep("hide displays", () =>
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{
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foreach (var hitErrorMeter in this.ChildrenOfType<HitErrorMeter>())
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hitErrorMeter.Hide();
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});
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AddRepeatStep("hit", () => newJudgement(), ColourHitErrorMeter.MAX_DISPLAYED_JUDGEMENTS * 2);
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AddAssert("bars added", () => this.ChildrenOfType<BarHitErrorMeter.JudgementLine>().Any());
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AddAssert("circle added", () => this.ChildrenOfType<ColourHitErrorMeter.HitErrorCircle>().Any());
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AddUntilStep("wait for bars to disappear", () => !this.ChildrenOfType<BarHitErrorMeter.JudgementLine>().Any());
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AddUntilStep("ensure max circles not exceeded", () =>
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{
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return this.ChildrenOfType<ColourHitErrorMeter>()
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.All(m => m.ChildrenOfType<ColourHitErrorMeter.HitErrorCircle>().Count() <= ColourHitErrorMeter.MAX_DISPLAYED_JUDGEMENTS);
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});
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AddStep("show displays", () =>
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{
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foreach (var hitErrorMeter in this.ChildrenOfType<HitErrorMeter>())
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hitErrorMeter.Show();
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});
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}
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[Test]
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public void TestClear()
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{
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@ -15,7 +15,11 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
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public class ColourHitErrorMeter : HitErrorMeter
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{
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internal const int MAX_DISPLAYED_JUDGEMENTS = 20;
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private const int animation_duration = 200;
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private const int drawable_judgement_size = 8;
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private const int spacing = 2;
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private readonly JudgementFlow judgementsFlow;
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@ -37,16 +41,12 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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private class JudgementFlow : FillFlowContainer<HitErrorCircle>
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{
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private const int max_available_judgements = 20;
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private const int drawable_judgement_size = 8;
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private const int spacing = 2;
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public override IEnumerable<Drawable> FlowingChildren => base.FlowingChildren.Reverse();
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public JudgementFlow()
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{
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AutoSizeAxes = Axes.X;
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Height = max_available_judgements * (drawable_judgement_size + spacing) - spacing;
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Height = MAX_DISPLAYED_JUDGEMENTS * (drawable_judgement_size + spacing) - spacing;
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Spacing = new Vector2(0, spacing);
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Direction = FillDirection.Vertical;
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LayoutDuration = animation_duration;
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@ -57,7 +57,7 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
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Add(new HitErrorCircle(colour, drawable_judgement_size));
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if (Children.Count > max_available_judgements)
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if (Children.Count > MAX_DISPLAYED_JUDGEMENTS)
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Children.FirstOrDefault(c => !c.IsRemoved)?.Remove();
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}
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}
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@ -31,6 +31,9 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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private void load(DrawableRuleset drawableRuleset)
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{
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HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
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// This is to allow the visual state to be correct after HUD comes visible after being hidden.
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AlwaysPresent = true;
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}
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protected override void LoadComplete()
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@ -86,11 +86,15 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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CreateFailingLayer(),
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mainComponents = new MainComponentsContainer(),
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mainComponents = new MainComponentsContainer
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{
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AlwaysPresent = true,
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},
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topRightElements = new FillFlowContainer
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AlwaysPresent = true,
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Margin = new MarginPadding(10),
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Spacing = new Vector2(10),
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AutoSizeAxes = Axes.Both,
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