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Merge pull request #7712 from iiSaLMaN/fix-key-counter-visible-on-reshowing-hud
Fix key counter ignoring visibility setting on HUD visibility change
This commit is contained in:
commit
6b52922754
@ -2,12 +2,16 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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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.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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@ -15,7 +19,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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private HUDOverlay hudOverlay;
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private HUDOverlay hudOverlay;
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private Drawable hideTarget => hudOverlay.KeyCounter; // best way of checking hideTargets without exposing.
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
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[Resolved]
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[Resolved]
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private OsuConfigManager config { get; set; }
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private OsuConfigManager config { get; set; }
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@ -28,6 +34,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
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AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
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AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("key counter flow is visible", () => keyCounterFlow.IsPresent);
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AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
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AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
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}
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}
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@ -50,6 +57,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
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AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
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}
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}
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[Test]
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[Test]
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@ -68,12 +78,40 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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}
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}
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[Test]
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public void TestChangeHUDVisibilityOnHiddenKeyCounter()
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{
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bool keyCounterVisibleValue = false;
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createNew();
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AddStep("save keycounter visible value", () => keyCounterVisibleValue = config.Get<bool>(OsuSetting.KeyOverlay));
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AddStep("set keycounter visible false", () =>
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{
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config.Set<bool>(OsuSetting.KeyOverlay, false);
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hudOverlay.KeyCounter.AlwaysVisible.Value = false;
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});
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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AddAssert("key counters hidden", () => !keyCounterFlow.IsPresent);
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AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true);
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AddUntilStep("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("key counters still hidden", () => !keyCounterFlow.IsPresent);
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AddStep("return value", () => config.Set<bool>(OsuSetting.KeyOverlay, keyCounterVisibleValue));
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}
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private void createNew(Action<HUDOverlay> action = null)
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private void createNew(Action<HUDOverlay> action = null)
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{
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{
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AddStep("create overlay", () =>
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AddStep("create overlay", () =>
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{
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{
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Child = hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
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Child = hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
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// Add any key just to display the key counter visually.
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hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
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action?.Invoke(hudOverlay);
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action?.Invoke(hudOverlay);
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});
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});
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}
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}
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@ -14,18 +14,32 @@ using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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{
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{
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public class KeyCounterDisplay : FillFlowContainer<KeyCounter>
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public class KeyCounterDisplay : Container<KeyCounter>
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{
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{
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private const int duration = 100;
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private const int duration = 100;
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private const double key_fade_time = 80;
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private const double key_fade_time = 80;
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public readonly Bindable<bool> Visible = new Bindable<bool>(true);
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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protected readonly FillFlowContainer<KeyCounter> KeyFlow;
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protected override Container<KeyCounter> Content => KeyFlow;
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/// <summary>
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/// Whether the key counter should be visible regardless of the configuration value.
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/// This is true by default, but can be changed.
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/// </summary>
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public readonly Bindable<bool> AlwaysVisible = new Bindable<bool>(true);
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public KeyCounterDisplay()
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public KeyCounterDisplay()
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{
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{
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Direction = FillDirection.Horizontal;
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AutoSizeAxes = Axes.Both;
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AutoSizeAxes = Axes.Both;
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InternalChild = KeyFlow = new FillFlowContainer<KeyCounter>
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{
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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};
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}
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}
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public override void Add(KeyCounter key)
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public override void Add(KeyCounter key)
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@ -49,7 +63,7 @@ namespace osu.Game.Screens.Play
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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Visible.BindValueChanged(_ => updateVisibility());
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AlwaysVisible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
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}
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@ -100,7 +114,9 @@ namespace osu.Game.Screens.Play
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}
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}
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}
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}
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private void updateVisibility() => this.FadeTo(Visible.Value || configVisibility.Value ? 1 : 0, duration);
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private void updateVisibility() =>
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// Isolate changing visibility of the key counters from fading this component.
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KeyFlow.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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KeyCounter = { AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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Origin = Anchor.Centre
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