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Merge branch 'master' into skin-editor-clipboard

This commit is contained in:
Bartłomiej Dach 2023-02-17 22:59:18 +01:00 committed by GitHub
commit 704dddf14b
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36 changed files with 220 additions and 106 deletions

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@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
{
if (lookup is SkinComponentsContainerLookup componentLookup)
if (lookup is SkinComponentsContainerLookup containerLookup)
{
switch (componentLookup.Target)
switch (containerLookup.Target)
{
case SkinComponentsContainerLookup.TargetArea.MainHUDComponents:
var components = base.GetDrawableComponent(lookup) as Container;

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@ -69,8 +69,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
/// </summary>
private double? releaseTime;
public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
public DrawableHoldNote()
: this(null)
{

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@ -15,13 +15,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
/// </summary>
public partial class DrawableHoldNoteTail : DrawableNote
{
/// <summary>
/// Lenience of release hit windows. This is to make cases where the hold note release
/// is timed alongside presses of other hit objects less awkward.
/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
/// </summary>
private const double release_window_lenience = 1.5;
protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteTail;
protected DrawableHoldNote HoldNote => (DrawableHoldNote)ParentHitObject;
@ -40,14 +33,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
public void UpdateResult() => base.UpdateResult(true);
public override double MaximumJudgementOffset => base.MaximumJudgementOffset * release_window_lenience;
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
Debug.Assert(HitObject.HitWindows != null);
// Factor in the release lenience
timeOffset /= release_window_lenience;
timeOffset /= TailNote.RELEASE_WINDOW_LENIENCE;
if (!userTriggered)
{

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@ -81,6 +81,8 @@ namespace osu.Game.Rulesets.Mania.Objects
/// </summary>
public TailNote Tail { get; private set; }
public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
/// <summary>
/// The time between ticks of this hold.
/// </summary>

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@ -10,6 +10,15 @@ namespace osu.Game.Rulesets.Mania.Objects
{
public class TailNote : Note
{
/// <summary>
/// Lenience of release hit windows. This is to make cases where the hold note release
/// is timed alongside presses of other hit objects less awkward.
/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
/// </summary>
public const double RELEASE_WINDOW_LENIENCE = 1.5;
public override Judgement CreateJudgement() => new ManiaJudgement();
public override double MaximumJudgementOffset => base.MaximumJudgementOffset * RELEASE_WINDOW_LENIENCE;
}
}

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@ -0,0 +1,31 @@
// 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.
using NUnit.Framework;
using osu.Game.Rulesets.Osu.Mods;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
public partial class TestSceneOsuModAutopilot : OsuModTestScene
{
[Test]
public void TestInstantResume()
{
CreateModTest(new ModTestData
{
Mod = new OsuModAutopilot(),
PassCondition = () => true,
Autoplay = false,
});
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press pause", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait until paused", () => Player.GameplayClockContainer.IsPaused.Value);
AddStep("release pause", () => InputManager.ReleaseKey(Key.Escape));
AddStep("press resume", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for resume", () => !Player.IsResuming);
AddAssert("resumed", () => !Player.GameplayClockContainer.IsPaused.Value);
}
}
}

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@ -60,6 +60,8 @@ namespace osu.Game.Rulesets.Osu.Mods
// Generate the replay frames the cursor should follow
replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
drawableRuleset.UseResumeOverlay = false;
}
}
}

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@ -25,8 +25,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Origin = Anchor.Centre;
}
public override double MaximumJudgementOffset => DrawableSpinner.HitObject.Duration;
/// <summary>
/// Apply a judgement result.
/// </summary>

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@ -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
{
public class SpinnerTick : OsuHitObject
{
/// <summary>
/// Duration of the <see cref="Spinner"/> containing this spinner tick.
/// </summary>
public double SpinnerDuration { get; set; }
public override Judgement CreateJudgement() => new OsuSpinnerTickJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
public override double MaximumJudgementOffset => SpinnerDuration;
public class OsuSpinnerTickJudgement : OsuJudgement
{
public override HitResult MaxResult => HitResult.SmallBonus;

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@ -37,8 +37,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.DrumRollTick), _ => new TickPiece());
public override double MaximumJudgementOffset => HitObject.HitWindow;
protected override void OnApply()
{
base.OnApply();

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@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -14,16 +16,23 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Storyboards;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
{
private TestGameplaySampleTriggerSource sampleTriggerSource;
private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
private Beatmap beatmap;
private Beatmap beatmap = null!;
[Resolved]
private AudioManager audio { get; set; } = null!;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
@ -39,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
const double start_offset = 8000;
const double spacing = 2000;
// intentionally start objects a bit late so we can test the case of no alive objects.
double t = start_offset;
beatmap.HitObjects.AddRange(new[]
{
new HitCircle
{
// intentionally start objects a bit late so we can test the case of no alive objects.
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
@ -80,42 +90,66 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestCorrectHitObject()
{
HitObjectLifetimeEntry nextObjectEntry = null;
waitForAliveObjectIndex(null);
checkValidObjectIndex(0);
AddAssert("no alive objects", () => getNextAliveObject() == null);
seekBeforeIndex(0);
waitForAliveObjectIndex(0);
checkValidObjectIndex(0);
AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
AddUntilStep("get next object", () =>
AddStep("hit first object", () =>
{
var nextDrawableObject = getNextAliveObject();
var next = getNextAliveObject();
if (nextDrawableObject != null)
if (next != null)
{
nextObjectEntry = nextDrawableObject.Entry;
InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
return true;
Debug.Assert(next.Entry?.Result?.HasResult != true);
InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
InputManager.Click(MouseButton.Left);
}
return false;
});
AddUntilStep("hit first hitobject", () =>
{
InputManager.Click(MouseButton.Left);
return nextObjectEntry.Result?.HasResult == true;
});
AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
checkValidObjectIndex(1);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
// Still object 1 as it's not hit yet.
seekBeforeIndex(1);
waitForAliveObjectIndex(1);
checkValidObjectIndex(1);
AddUntilStep("no alive objects", () => getNextAliveObject() == null);
AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
seekBeforeIndex(2);
waitForAliveObjectIndex(2);
checkValidObjectIndex(2);
seekBeforeIndex(3);
waitForAliveObjectIndex(3);
checkValidObjectIndex(3);
AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
waitForAliveObjectIndex(null);
checkValidObjectIndex(3);
}
private DrawableHitObject getNextAliveObject() =>
private void seekBeforeIndex(int index) =>
AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
private void waitForAliveObjectIndex(int? index)
{
if (index == null)
AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
else
AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
}
private void checkValidObjectIndex(int index) =>
AddAssert($"check valid object is {index}", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
private DrawableHitObject? getNextAliveObject() =>
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
[Test]

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@ -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))

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@ -21,7 +21,7 @@ namespace osu.Game.Graphics.Containers
/// </summary>
public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
protected const double BACKGROUND_FADE_DURATION = 800;
public const double BACKGROUND_FADE_DURATION = 800;
/// <summary>
/// Whether or not user-configured settings relating to brightness of elements should be ignored

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@ -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);

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@ -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>();

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@ -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>

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@ -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)

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@ -417,7 +417,7 @@ namespace osu.Game.Screens.Play
lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
ApplyToBackground(b => b.FadeColour(Color4.White, 800, Easing.OutQuint));
}
protected virtual void ContentOut()

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

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

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

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@ -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(_ =>

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@ -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

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@ -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
{

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@ -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"/>

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@ -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.

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@ -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 =>

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@ -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);
}
}

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@ -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())
{

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@ -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>();

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@ -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;

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@ -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,

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@ -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(_ =>

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@ -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;