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Merge branch 'master' into skin-editor-clipboard
This commit is contained in:
commit
704dddf14b
@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
|
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public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
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{
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if (lookup is SkinComponentsContainerLookup componentLookup)
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if (lookup is SkinComponentsContainerLookup containerLookup)
|
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{
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switch (componentLookup.Target)
|
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switch (containerLookup.Target)
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{
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case SkinComponentsContainerLookup.TargetArea.MainHUDComponents:
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var components = base.GetDrawableComponent(lookup) as Container;
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|
@ -69,8 +69,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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/// </summary>
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private double? releaseTime;
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public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
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public DrawableHoldNote()
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: this(null)
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{
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|
@ -15,13 +15,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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/// </summary>
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public partial class DrawableHoldNoteTail : DrawableNote
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{
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/// <summary>
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/// Lenience of release hit windows. This is to make cases where the hold note release
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/// is timed alongside presses of other hit objects less awkward.
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/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
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/// </summary>
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private const double release_window_lenience = 1.5;
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protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteTail;
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protected DrawableHoldNote HoldNote => (DrawableHoldNote)ParentHitObject;
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@ -40,14 +33,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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public void UpdateResult() => base.UpdateResult(true);
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public override double MaximumJudgementOffset => base.MaximumJudgementOffset * release_window_lenience;
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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// Factor in the release lenience
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timeOffset /= release_window_lenience;
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timeOffset /= TailNote.RELEASE_WINDOW_LENIENCE;
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if (!userTriggered)
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{
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|
@ -81,6 +81,8 @@ namespace osu.Game.Rulesets.Mania.Objects
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/// </summary>
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public TailNote Tail { get; private set; }
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public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
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/// <summary>
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/// The time between ticks of this hold.
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/// </summary>
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|
@ -10,6 +10,15 @@ namespace osu.Game.Rulesets.Mania.Objects
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{
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public class TailNote : Note
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{
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/// <summary>
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/// Lenience of release hit windows. This is to make cases where the hold note release
|
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/// is timed alongside presses of other hit objects less awkward.
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/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
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/// </summary>
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public const double RELEASE_WINDOW_LENIENCE = 1.5;
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|
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public override Judgement CreateJudgement() => new ManiaJudgement();
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|
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public override double MaximumJudgementOffset => base.MaximumJudgementOffset * RELEASE_WINDOW_LENIENCE;
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}
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}
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|
31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
Normal file
31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
Normal file
@ -0,0 +1,31 @@
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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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using NUnit.Framework;
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using osu.Game.Rulesets.Osu.Mods;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public partial class TestSceneOsuModAutopilot : OsuModTestScene
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{
|
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[Test]
|
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public void TestInstantResume()
|
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{
|
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CreateModTest(new ModTestData
|
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{
|
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Mod = new OsuModAutopilot(),
|
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PassCondition = () => true,
|
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Autoplay = false,
|
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});
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press pause", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait until paused", () => Player.GameplayClockContainer.IsPaused.Value);
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AddStep("release pause", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("press resume", () => InputManager.PressKey(Key.Escape));
|
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AddUntilStep("wait for resume", () => !Player.IsResuming);
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AddAssert("resumed", () => !Player.GameplayClockContainer.IsPaused.Value);
|
||||
}
|
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}
|
||||
}
|
@ -60,6 +60,8 @@ namespace osu.Game.Rulesets.Osu.Mods
|
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|
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// Generate the replay frames the cursor should follow
|
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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drawableRuleset.UseResumeOverlay = false;
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||||
}
|
||||
}
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}
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|
@ -25,8 +25,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
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Origin = Anchor.Centre;
|
||||
}
|
||||
|
||||
public override double MaximumJudgementOffset => DrawableSpinner.HitObject.Duration;
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||||
|
||||
/// <summary>
|
||||
/// Apply a judgement result.
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/// </summary>
|
||||
|
@ -71,8 +71,8 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
double startTime = StartTime + (float)(i + 1) / totalSpins * Duration;
|
||||
|
||||
AddNested(i < SpinsRequired
|
||||
? new SpinnerTick { StartTime = startTime }
|
||||
: new SpinnerBonusTick { StartTime = startTime });
|
||||
? new SpinnerTick { StartTime = startTime, SpinnerDuration = Duration }
|
||||
: new SpinnerBonusTick { StartTime = startTime, SpinnerDuration = Duration });
|
||||
}
|
||||
}
|
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||||
|
@ -11,10 +11,17 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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public class SpinnerTick : OsuHitObject
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{
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/// <summary>
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/// Duration of the <see cref="Spinner"/> containing this spinner tick.
|
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/// </summary>
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public double SpinnerDuration { get; set; }
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|
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public override Judgement CreateJudgement() => new OsuSpinnerTickJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
||||
|
||||
public override double MaximumJudgementOffset => SpinnerDuration;
|
||||
|
||||
public class OsuSpinnerTickJudgement : OsuJudgement
|
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{
|
||||
public override HitResult MaxResult => HitResult.SmallBonus;
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|
@ -37,8 +37,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.DrumRollTick), _ => new TickPiece());
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public override double MaximumJudgementOffset => HitObject.HitWindow;
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||||
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||||
protected override void OnApply()
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{
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base.OnApply();
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||||
|
@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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||||
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||||
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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||||
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||||
public override double MaximumJudgementOffset => HitWindow;
|
||||
|
||||
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
|
||||
|
||||
public class StrongNestedHit : StrongNestedHitObject
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||||
|
@ -1,10 +1,12 @@
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||||
// 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;
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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;
|
||||
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;
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private Beatmap beatmap = null!;
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||||
|
||||
[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)
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{
|
||||
@ -39,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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||||
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,
|
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
|
||||
},
|
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@ -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);
|
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waitForAliveObjectIndex(0);
|
||||
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);
|
||||
|
||||
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]
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using osu.Framework.Platform;
|
||||
using osu.Game.Extensions;
|
||||
using osu.Game.Utils;
|
||||
@ -43,7 +44,10 @@ namespace osu.Game.Database
|
||||
{
|
||||
string itemFilename = GetFilename(item).GetValidFilename();
|
||||
|
||||
IEnumerable<string> existingExports = exportStorage.GetFiles("", $"{itemFilename}*{FileExtension}");
|
||||
IEnumerable<string> existingExports =
|
||||
exportStorage
|
||||
.GetFiles(string.Empty, $"{itemFilename}*{FileExtension}")
|
||||
.Concat(exportStorage.GetDirectories(string.Empty));
|
||||
|
||||
string filename = NamingUtils.GetNextBestFilename(existingExports, $"{itemFilename}{FileExtension}");
|
||||
using (var stream = exportStorage.CreateFileSafely(filename))
|
||||
|
@ -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
|
||||
|
@ -650,18 +650,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
UpdateResult(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> can be judged.
|
||||
/// The time offset of <see cref="Result"/> will be clamped to this value during <see cref="ApplyResult"/>.
|
||||
/// <para>
|
||||
/// Defaults to the miss window of <see cref="HitObject"/>.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This does not affect the time offset provided to invocations of <see cref="CheckForResult"/>.
|
||||
/// </remarks>
|
||||
public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
|
||||
|
||||
/// <summary>
|
||||
/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
|
||||
/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
|
||||
@ -683,7 +671,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
$"{GetType().ReadableName()} applied an invalid hit result (was: {Result.Type}, expected: [{Result.Judgement.MinResult} ... {Result.Judgement.MaxResult}]).");
|
||||
}
|
||||
|
||||
Result.TimeOffset = Math.Min(MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
|
||||
Result.TimeOffset = Math.Min(HitObject.MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
|
||||
|
||||
if (Result.HasResult)
|
||||
updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
|
||||
|
@ -200,6 +200,14 @@ namespace osu.Game.Rulesets.Objects
|
||||
[NotNull]
|
||||
protected virtual HitWindows CreateHitWindows() => new HitWindows();
|
||||
|
||||
/// <summary>
|
||||
/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="HitObject"/> can be judged.
|
||||
/// <para>
|
||||
/// Defaults to the miss window.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public virtual double MaximumJudgementOffset => HitWindows?.WindowFor(HitResult.Miss) ?? 0;
|
||||
|
||||
public IList<HitSampleInfo> CreateSlidingSamples()
|
||||
{
|
||||
var slidingSamples = new List<HitSampleInfo>();
|
||||
|
@ -230,7 +230,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public override void RequestResume(Action continueResume)
|
||||
{
|
||||
if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
|
||||
if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
|
||||
{
|
||||
ResumeOverlay.GameplayCursor = Cursor;
|
||||
ResumeOverlay.ResumeAction = continueResume;
|
||||
@ -507,6 +507,15 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public ResumeOverlay ResumeOverlay { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Defaults to <c>true</c>.
|
||||
/// Even if <c>true</c>, will not have any effect if the ruleset does not have a resume overlay (see <see cref="CreateResumeOverlay"/>).
|
||||
/// </remarks>
|
||||
public bool UseResumeOverlay { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
|
||||
/// </summary>
|
||||
@ -531,6 +540,11 @@ namespace osu.Game.Rulesets.UI
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create an optional resume overlay, which is displayed when a player requests to resume gameplay during non-break time.
|
||||
/// This can be used to force the player to return their hands / cursor to the position they left off, to avoid players
|
||||
/// using pauses as a means of adjusting their inputs (aka "pause buffering").
|
||||
/// </summary>
|
||||
protected virtual ResumeOverlay CreateResumeOverlay() => null;
|
||||
|
||||
/// <summary>
|
||||
|
@ -232,8 +232,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
double computedStartTime = computeDisplayStartTime(entry);
|
||||
|
||||
// always load the hitobject before its first judgement offset
|
||||
double judgementOffset = entry.HitObject.HitWindows?.WindowFor(Scoring.HitResult.Miss) ?? 0;
|
||||
entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - judgementOffset, computedStartTime);
|
||||
entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - entry.HitObject.MaximumJudgementOffset, computedStartTime);
|
||||
}
|
||||
|
||||
private void updateLayoutRecursive(DrawableHitObject hitObject, double? parentHitObjectStartTime = null)
|
||||
|
@ -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()
|
||||
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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>
|
||||
|
@ -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),
|
||||
},
|
||||
|
@ -90,8 +90,8 @@ namespace osu.Game.Skinning
|
||||
|
||||
switch (lookup)
|
||||
{
|
||||
case SkinComponentsContainerLookup componentLookup:
|
||||
switch (componentLookup.Target)
|
||||
case SkinComponentsContainerLookup containerLookup:
|
||||
switch (containerLookup.Target)
|
||||
{
|
||||
case SkinComponentsContainerLookup.TargetArea.SongSelect:
|
||||
var songSelectComponents = new DefaultSkinComponentsContainer(_ =>
|
||||
|
@ -9,7 +9,7 @@ using osu.Game.Rulesets.Scoring;
|
||||
namespace osu.Game.Skinning
|
||||
{
|
||||
/// <summary>
|
||||
/// A lookup typed intended for use for skinnable gameplay components (not HUD level components).
|
||||
/// A lookup type intended for use for skinnable gameplay components (not HUD level components).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The most common usage of this class is for ruleset-specific skinning implementations, but it can also be used directly
|
||||
|
@ -10,13 +10,14 @@ using osu.Game.Configuration;
|
||||
namespace osu.Game.Skinning
|
||||
{
|
||||
/// <summary>
|
||||
/// A drawable which can be serialised to a skin, placed and customised via the skin layout editor.
|
||||
/// A drawable which is intended to be serialised to <see cref="SerialisedDrawableInfo"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Attaching this interface to any <see cref="IDrawable"/> will make it serialisable to user skins (see <see cref="SkinImporter.Save"/>).
|
||||
/// Adding <see cref="SettingSourceAttribute"/> annotated bindables will also allow serialising settings automatically.
|
||||
/// This is currently used exclusively for serialisation to a skin, and leaned on heavily to allow placement and customisation in the skin layout editor.
|
||||
/// That said, it is intended to be flexible enough to potentially be used in other places we want to serialise drawables in the future.
|
||||
///
|
||||
/// Serialisation is done via <see cref="SerialisedDrawableInfo"/> using <see cref="SerialisableDrawableExtensions.CreateSerialisedInfo"/>.
|
||||
/// Attaching this interface to any <see cref="IDrawable"/> will make it serialisable via <see cref="SerialisableDrawableExtensions.CreateSerialisedInfo"/>.
|
||||
/// Adding <see cref="SettingSourceAttribute"/> annotated bindables will also allow serialising settings automatically.
|
||||
/// </remarks>
|
||||
public interface ISerialisableDrawable : IDrawable
|
||||
{
|
||||
|
@ -7,7 +7,7 @@ using System.Collections.Generic;
|
||||
namespace osu.Game.Skinning
|
||||
{
|
||||
/// <summary>
|
||||
/// An abstract skin implementation which generally provides access to more than one skins (with fallback logic).
|
||||
/// An abstract skin implementation, whose primary purpose is to properly handle component fallback across multiple layers of skins (e.g.: beatmap skin, user skin, default skin).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Common usage is to do an initial lookup via <see cref="FindProvider"/>, and use the returned <see cref="ISkin"/>
|
||||
|
@ -45,9 +45,9 @@ namespace osu.Game.Skinning
|
||||
|
||||
public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
|
||||
{
|
||||
if (lookup is SkinComponentsContainerLookup targetComponent)
|
||||
if (lookup is SkinComponentsContainerLookup containerLookup)
|
||||
{
|
||||
switch (targetComponent.Target)
|
||||
switch (containerLookup.Target)
|
||||
{
|
||||
case SkinComponentsContainerLookup.TargetArea.MainHUDComponents:
|
||||
// this should exist in LegacySkin instead, but there isn't a fallback skin for LegacySkins yet.
|
||||
|
@ -343,8 +343,8 @@ namespace osu.Game.Skinning
|
||||
|
||||
switch (lookup)
|
||||
{
|
||||
case SkinComponentsContainerLookup componentLookup:
|
||||
switch (componentLookup.Target)
|
||||
case SkinComponentsContainerLookup containerLookup:
|
||||
switch (containerLookup.Target)
|
||||
{
|
||||
case SkinComponentsContainerLookup.TargetArea.MainHUDComponents:
|
||||
var skinnableTargetWrapper = new DefaultSkinComponentsContainer(container =>
|
||||
|
@ -22,9 +22,9 @@ namespace osu.Game.Skinning
|
||||
component.Anchor = drawableInfo.Anchor;
|
||||
component.Origin = drawableInfo.Origin;
|
||||
|
||||
if (component is ISerialisableDrawable skinnable)
|
||||
if (component is ISerialisableDrawable serialisableDrawable)
|
||||
{
|
||||
skinnable.UsesFixedAnchor = drawableInfo.UsesFixedAnchor;
|
||||
serialisableDrawable.UsesFixedAnchor = drawableInfo.UsesFixedAnchor;
|
||||
|
||||
foreach (var (_, property) in component.GetSettingsSourceProperties())
|
||||
{
|
||||
@ -37,7 +37,7 @@ namespace osu.Game.Skinning
|
||||
continue;
|
||||
}
|
||||
|
||||
skinnable.CopyAdjustedSetting(bindable, settingValue);
|
||||
serialisableDrawable.CopyAdjustedSetting(bindable, settingValue);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,8 +1,6 @@
|
||||
// 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
@ -28,7 +26,7 @@ namespace osu.Game.Skinning
|
||||
[Serializable]
|
||||
public sealed class SerialisedDrawableInfo
|
||||
{
|
||||
public Type Type { get; set; }
|
||||
public Type Type { get; set; } = null!;
|
||||
|
||||
public Vector2 Position { get; set; }
|
||||
|
||||
@ -66,8 +64,8 @@ namespace osu.Game.Skinning
|
||||
Anchor = component.Anchor;
|
||||
Origin = component.Origin;
|
||||
|
||||
if (component is ISerialisableDrawable skinnable)
|
||||
UsesFixedAnchor = skinnable.UsesFixedAnchor;
|
||||
if (component is ISerialisableDrawable serialisableDrawable)
|
||||
UsesFixedAnchor = serialisableDrawable.UsesFixedAnchor;
|
||||
|
||||
foreach (var (_, property) in component.GetSettingsSourceProperties())
|
||||
{
|
||||
|
@ -165,8 +165,8 @@ namespace osu.Game.Skinning
|
||||
case SkinnableSprite.SpriteComponentLookup sprite:
|
||||
return this.GetAnimation(sprite.LookupName, false, false);
|
||||
|
||||
case SkinComponentsContainerLookup componentLookup:
|
||||
if (!DrawableComponentInfo.TryGetValue(componentLookup.Target, out var skinnableInfo))
|
||||
case SkinComponentsContainerLookup containerLookup:
|
||||
if (!DrawableComponentInfo.TryGetValue(containerLookup.Target, out var skinnableInfo))
|
||||
return null;
|
||||
|
||||
var components = new List<Drawable>();
|
||||
|
@ -24,6 +24,9 @@ namespace osu.Game.Skinning
|
||||
{
|
||||
private Container? content;
|
||||
|
||||
/// <summary>
|
||||
/// The lookup criteria which will be used to retrieve components from the active skin.
|
||||
/// </summary>
|
||||
public SkinComponentsContainerLookup Lookup { get; }
|
||||
|
||||
public IBindableList<ISerialisableDrawable> Components => components;
|
||||
|
@ -3,8 +3,14 @@
|
||||
|
||||
namespace osu.Game.Skinning
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a lookup of a collection of elements that make up a particular skinnable <see cref="TargetArea"/> of the game.
|
||||
/// </summary>
|
||||
public class SkinComponentsContainerLookup : ISkinComponentLookup
|
||||
{
|
||||
/// <summary>
|
||||
/// The target area / layer of the game for which skin components will be returned.
|
||||
/// </summary>
|
||||
public readonly TargetArea Target;
|
||||
|
||||
public SkinComponentsContainerLookup(TargetArea target)
|
||||
@ -12,6 +18,9 @@ namespace osu.Game.Skinning
|
||||
Target = target;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a particular area or part of a game screen whose layout can be customised using the skin editor.
|
||||
/// </summary>
|
||||
public enum TargetArea
|
||||
{
|
||||
MainHUDComponents,
|
||||
|
@ -68,8 +68,8 @@ namespace osu.Game.Skinning
|
||||
|
||||
switch (lookup)
|
||||
{
|
||||
case SkinComponentsContainerLookup componentLookup:
|
||||
switch (componentLookup.Target)
|
||||
case SkinComponentsContainerLookup containerLookup:
|
||||
switch (containerLookup.Target)
|
||||
{
|
||||
case SkinComponentsContainerLookup.TargetArea.SongSelect:
|
||||
var songSelectComponents = new DefaultSkinComponentsContainer(_ =>
|
||||
|
@ -66,7 +66,7 @@ namespace osu.Game.Tests.Visual
|
||||
protected override bool CheckModsAllowFailure() => allowFail;
|
||||
|
||||
public ModTestPlayer(ModTestData data, bool allowFail)
|
||||
: base(false, false)
|
||||
: base(true, false)
|
||||
{
|
||||
this.allowFail = allowFail;
|
||||
currentTestData = data;
|
||||
|
Loading…
Reference in New Issue
Block a user