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https://github.com/ppy/osu.git
synced 2024-11-06 06:57:39 +08:00
Merge branch 'master' into taiko-scroller
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commit
6841bd5609
@ -10,10 +10,13 @@ using osu.Framework.Bindables;
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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.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -48,6 +51,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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setScrollStep(ScrollingDirection.Up);
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AddStep("seek to last object", () =>
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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@ -81,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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AddStep("set down scroll", () => ((Bindable<ScrollingDirection>)composer.Composer.ScrollingInfo.Direction).Value = ScrollingDirection.Down);
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setScrollStep(ScrollingDirection.Down);
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AddStep("seek to last object", () =>
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{
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@ -116,6 +121,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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setScrollStep(ScrollingDirection.Down);
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AddStep("seek to last object", () =>
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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@ -147,6 +154,46 @@ namespace osu.Game.Rulesets.Mania.Tests
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT);
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}
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[Test]
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public void TestDragHoldNoteSelectionVertically()
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{
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setScrollStep(ScrollingDirection.Down);
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AddStep("setup beatmap", () =>
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{
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composer.EditorBeatmap.Clear();
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composer.EditorBeatmap.Add(new HoldNote
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{
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Column = 1,
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EndTime = 200
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});
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});
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DrawableHoldNote holdNote = null;
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AddStep("grab hold note", () =>
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{
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holdNote = this.ChildrenOfType<DrawableHoldNote>().Single();
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InputManager.MoveMouseTo(holdNote);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("move drag upwards", () =>
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{
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InputManager.MoveMouseTo(holdNote, new Vector2(0, -100));
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InputManager.ReleaseButton(MouseButton.Left);
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});
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AddAssert("head note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.BottomLeft, holdNote.Head.ScreenSpaceDrawQuad.BottomLeft));
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AddAssert("tail note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.TopLeft, holdNote.Tail.ScreenSpaceDrawQuad.BottomLeft));
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AddAssert("head blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(0).DrawPosition == holdNote.Head.DrawPosition);
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AddAssert("tail blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(1).DrawPosition == holdNote.Tail.DrawPosition);
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}
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private void setScrollStep(ScrollingDirection direction)
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=> AddStep($"set scroll direction = {direction}", () => ((Bindable<ScrollingDirection>)composer.Composer.ScrollingInfo.Direction).Value = direction);
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private class TestComposer : CompositeDrawable
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{
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[Cached(typeof(EditorBeatmap))]
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@ -399,7 +399,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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public TestSlider()
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{
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DefaultsApplied += () =>
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DefaultsApplied += _ =>
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{
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HeadCircle.HitWindows = new TestHitWindows();
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TailCircle.HitWindows = new TestHitWindows();
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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private void bindEvents(DrawableOsuHitObject drawableObject)
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{
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drawableObject.HitObject.PositionBindable.BindValueChanged(_ => scheduleRefresh());
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drawableObject.HitObject.DefaultsApplied += scheduleRefresh;
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drawableObject.HitObject.DefaultsApplied += _ => scheduleRefresh();
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}
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private void scheduleRefresh()
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@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[Cached(typeof(DrawableHitObject))]
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public abstract class DrawableHitObject : SkinReloadableDrawable
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{
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public event Action<DrawableHitObject> DefaultsApplied;
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public readonly HitObject HitObject;
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/// <summary>
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@ -148,7 +150,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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samplesBindable.CollectionChanged += (_, __) => loadSamples();
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updateState(ArmedState.Idle, true);
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onDefaultsApplied();
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apply(HitObject);
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}
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private void loadSamples()
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@ -175,7 +177,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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AddInternal(Samples);
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}
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private void onDefaultsApplied() => apply(HitObject);
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private void onDefaultsApplied(HitObject hitObject)
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{
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apply(hitObject);
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DefaultsApplied?.Invoke(this);
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}
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private void apply(HitObject hitObject)
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{
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
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/// </summary>
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public event Action DefaultsApplied;
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public event Action<HitObject> DefaultsApplied;
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public readonly Bindable<double> StartTimeBindable = new BindableDouble();
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@ -124,7 +124,7 @@ namespace osu.Game.Rulesets.Objects
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foreach (var h in nestedHitObjects)
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h.ApplyDefaults(controlPointInfo, difficulty);
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DefaultsApplied?.Invoke();
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DefaultsApplied?.Invoke(this);
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}
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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@ -487,6 +487,11 @@ namespace osu.Game.Rulesets.UI
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protected virtual ResumeOverlay CreateResumeOverlay() => null;
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/// <summary>
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/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
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/// </summary>
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public virtual bool AllowGameplayOverlays => true;
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/// <summary>
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/// Sets a replay to be used, overriding local input.
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/// </summary>
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@ -16,17 +16,23 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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private readonly LayoutValue initialStateCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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// A combined cache across all hit object states to reduce per-update iterations.
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// When invalidated, one or more (but not necessarily all) hitobject states must be re-validated.
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private readonly Cached combinedObjCache = new Cached();
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public ScrollingHitObjectContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddLayout(initialStateCache);
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AddLayout(layoutCache);
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}
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[BackgroundDependencyLoader]
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@ -35,13 +41,14 @@ namespace osu.Game.Rulesets.UI.Scrolling
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direction.BindTo(scrollingInfo.Direction);
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timeRange.BindTo(scrollingInfo.TimeRange);
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direction.ValueChanged += _ => initialStateCache.Invalidate();
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timeRange.ValueChanged += _ => initialStateCache.Invalidate();
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direction.ValueChanged += _ => layoutCache.Invalidate();
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timeRange.ValueChanged += _ => layoutCache.Invalidate();
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}
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public override void Add(DrawableHitObject hitObject)
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{
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initialStateCache.Invalidate();
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combinedObjCache.Invalidate();
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hitObject.DefaultsApplied += onDefaultsApplied;
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base.Add(hitObject);
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}
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@ -51,8 +58,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (result)
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{
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initialStateCache.Invalidate();
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combinedObjCache.Invalidate();
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hitObjectInitialStateCache.Remove(hitObject);
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hitObject.DefaultsApplied -= onDefaultsApplied;
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}
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return result;
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@ -60,23 +69,45 @@ namespace osu.Game.Rulesets.UI.Scrolling
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public override void Clear(bool disposeChildren = true)
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{
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foreach (var h in Objects)
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h.DefaultsApplied -= onDefaultsApplied;
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base.Clear(disposeChildren);
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initialStateCache.Invalidate();
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combinedObjCache.Invalidate();
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hitObjectInitialStateCache.Clear();
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}
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private void onDefaultsApplied(DrawableHitObject drawableObject)
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{
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// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
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// In such a case, combinedObjCache will take care of updating the hitobject.
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if (hitObjectInitialStateCache.TryGetValue(drawableObject, out var objCache))
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{
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combinedObjCache.Invalidate();
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objCache.Invalidate();
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}
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}
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private float scrollLength;
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protected override void Update()
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{
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base.Update();
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if (!initialStateCache.IsValid)
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if (!layoutCache.IsValid)
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{
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foreach (var cached in hitObjectInitialStateCache.Values)
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cached.Invalidate();
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combinedObjCache.Invalidate();
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scrollingInfo.Algorithm.Reset();
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layoutCache.Validate();
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}
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if (!combinedObjCache.IsValid)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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@ -89,15 +120,21 @@ namespace osu.Game.Rulesets.UI.Scrolling
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break;
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}
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scrollingInfo.Algorithm.Reset();
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foreach (var obj in Objects)
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{
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if (!hitObjectInitialStateCache.TryGetValue(obj, out var objCache))
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objCache = hitObjectInitialStateCache[obj] = new Cached();
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if (objCache.IsValid)
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continue;
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computeLifetimeStartRecursive(obj);
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computeInitialStateRecursive(obj);
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objCache.Validate();
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}
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initialStateCache.Validate();
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combinedObjCache.Validate();
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}
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}
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@ -109,8 +146,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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computeLifetimeStartRecursive(obj);
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}
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private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
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private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
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{
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float originAdjustment = 0.0f;
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@ -142,12 +177,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Cant use AddOnce() since the delegate is re-constructed every invocation
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private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
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{
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if (!hitObjectInitialStateCache.TryGetValue(hitObject, out var cached))
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cached = hitObjectInitialStateCache[hitObject] = new Cached();
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if (cached.IsValid)
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return;
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if (hitObject.HitObject is IHasEndTime e)
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{
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switch (direction.Value)
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@ -171,8 +200,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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}
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cached.Validate();
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});
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protected override void UpdateAfterChildrenLife()
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@ -4,6 +4,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -201,6 +202,25 @@ namespace osu.Game.Screens.Edit
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updateHitObject(null, true);
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}
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/// <summary>
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/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public void Clear()
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{
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var removed = HitObjects.ToList();
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mutableHitObjects.Clear();
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foreach (var b in startTimeBindables)
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b.Value.UnbindAll();
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startTimeBindables.Clear();
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foreach (var h in removed)
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HitObjectRemoved?.Invoke(h);
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updateHitObject(null, true);
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}
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private void trackStartTime(HitObject hitObject)
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{
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startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
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@ -184,6 +184,13 @@ namespace osu.Game.Screens.Play
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addGameplayComponents(GameplayClockContainer, Beatmap.Value, playableBeatmap);
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addOverlayComponents(GameplayClockContainer, Beatmap.Value);
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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HUDOverlay.ShowHud.Value = false;
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HUDOverlay.ShowHud.Disabled = true;
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BreakOverlay.Hide();
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}
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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// bind clock into components that require it
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