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Merge branch 'master' into read-current-distance-snap

This commit is contained in:
Bartłomiej Dach 2022-10-26 22:46:42 +02:00 committed by GitHub
commit 71425ba937
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11 changed files with 192 additions and 66 deletions

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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Mania.Tests
assertHeadJudgement(HitResult.Miss);
assertTickJudgement(HitResult.LargeTickMiss);
assertTailJudgement(HitResult.Miss);
assertNoteJudgement(HitResult.IgnoreHit);
assertNoteJudgement(HitResult.IgnoreMiss);
}
/// <summary>

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@ -76,8 +76,8 @@ namespace osu.Game.Rulesets.Mania.Tests
performTest(objects, new List<ReplayFrame>());
addJudgementAssert(objects[0], HitResult.IgnoreHit);
addJudgementAssert(objects[1], HitResult.IgnoreHit);
addJudgementAssert(objects[0], HitResult.IgnoreMiss);
addJudgementAssert(objects[1], HitResult.IgnoreMiss);
}
[Test]

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@ -69,6 +69,8 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
/// </summary>
private double? releaseTime;
public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
public DrawableHoldNote()
: this(null)
{
@ -260,7 +262,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
tick.MissForcefully();
}
ApplyResult(r => r.Type = r.Judgement.MaxResult);
ApplyResult(r => r.Type = Tail.IsHit ? r.Judgement.MaxResult : r.Judgement.MinResult);
endHold();
}

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@ -4,12 +4,15 @@
#nullable disable
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Overlays;
@ -52,6 +55,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
};
private OsuDistanceSnapGrid grid;
private SnappingCursorContainer cursor;
public TestSceneOsuDistanceSnapGrid()
{
@ -88,8 +92,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
RelativeSizeAxes = Axes.Both,
Colour = Color4.SlateGray
},
cursor = new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position },
grid = new OsuDistanceSnapGrid(new HitCircle { Position = grid_position }),
new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position }
};
});
@ -154,6 +158,37 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
assertSnappedDistance(expectedDistance);
}
[Test]
public void TestReferenceObjectNotOnSnapGrid()
{
AddStep("create grid", () =>
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.SlateGray
},
cursor = new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position },
grid = new OsuDistanceSnapGrid(new HitCircle
{
Position = grid_position,
// This is important. It sets the reference object to a point in time that isn't on the current snap divisor's grid.
// We are testing that the grid's display is offset correctly.
StartTime = 40,
}),
};
});
AddStep("move mouse to point", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position + new Vector2(beat_length, 0) * 2)));
AddAssert("Ensure cursor is on a grid line", () =>
{
return grid.ChildrenOfType<CircularProgress>().Any(p => Precision.AlmostEquals(p.ScreenSpaceDrawQuad.TopRight.X, grid.ToScreenSpace(cursor.LastSnappedPosition).X));
});
}
[Test]
public void TestLimitedDistance()
{
@ -166,8 +201,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
RelativeSizeAxes = Axes.Both,
Colour = Color4.SlateGray
},
cursor = new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position },
grid = new OsuDistanceSnapGrid(new HitCircle { Position = grid_position }, new HitCircle { StartTime = 200 }),
new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position }
};
});
@ -186,6 +221,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{
public Func<Vector2, Vector2> GetSnapPosition;
public Vector2 LastSnappedPosition { get; private set; }
private readonly Drawable cursor;
private InputManager inputManager;
@ -214,7 +251,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
protected override void Update()
{
base.Update();
cursor.Position = GetSnapPosition.Invoke(inputManager.CurrentState.Mouse.Position);
cursor.Position = LastSnappedPosition = GetSnapPosition.Invoke(inputManager.CurrentState.Mouse.Position);
}
}
}

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@ -1,8 +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.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.UI;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
@ -16,5 +20,37 @@ namespace osu.Game.Rulesets.Taiko.Tests.Mods
[Test]
public void TestComboBasedSize([Values] bool comboBasedSize) => CreateModTest(new ModTestData { Mod = new TaikoModFlashlight { ComboBasedSize = { Value = comboBasedSize } }, PassCondition = () => true });
[Test]
public void TestFlashlightAlwaysHasNonZeroSize()
{
bool failed = false;
CreateModTest(new ModTestData
{
Mod = new TestTaikoModFlashlight { ComboBasedSize = { Value = true } },
Autoplay = false,
PassCondition = () =>
{
failed |= this.ChildrenOfType<TestTaikoModFlashlight.TestTaikoFlashlight>().SingleOrDefault()?.FlashlightSize.Y == 0;
return !failed;
}
});
}
private class TestTaikoModFlashlight : TaikoModFlashlight
{
protected override Flashlight CreateFlashlight() => new TestTaikoFlashlight(this, Playfield);
public class TestTaikoFlashlight : TaikoFlashlight
{
public TestTaikoFlashlight(TaikoModFlashlight modFlashlight, TaikoPlayfield taikoPlayfield)
: base(modFlashlight, taikoPlayfield)
{
}
public new Vector2 FlashlightSize => base.FlashlightSize;
}
}
}
}

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@ -27,17 +27,17 @@ namespace osu.Game.Rulesets.Taiko.Mods
public override float DefaultFlashlightSize => 200;
protected override Flashlight CreateFlashlight() => new TaikoFlashlight(this, playfield);
protected override Flashlight CreateFlashlight() => new TaikoFlashlight(this, Playfield);
private TaikoPlayfield playfield = null!;
protected TaikoPlayfield Playfield { get; private set; } = null!;
public override void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
playfield = (TaikoPlayfield)drawableRuleset.Playfield;
Playfield = (TaikoPlayfield)drawableRuleset.Playfield;
base.ApplyToDrawableRuleset(drawableRuleset);
}
private class TaikoFlashlight : Flashlight
public class TaikoFlashlight : Flashlight
{
private readonly LayoutValue flashlightProperties = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
private readonly TaikoPlayfield taikoPlayfield;
@ -47,21 +47,28 @@ namespace osu.Game.Rulesets.Taiko.Mods
{
this.taikoPlayfield = taikoPlayfield;
FlashlightSize = adjustSize(GetSize());
FlashlightSize = adjustSizeForPlayfieldAspectRatio(GetSize());
FlashlightSmoothness = 1.4f;
AddLayout(flashlightProperties);
}
private Vector2 adjustSize(float size)
/// <summary>
/// Returns the aspect ratio-adjusted size of the flashlight.
/// This ensures that the size of the flashlight remains independent of taiko-specific aspect ratio adjustments.
/// </summary>
/// <param name="size">
/// The size of the flashlight.
/// The value provided here should always come from <see cref="ModFlashlight{T}.Flashlight.GetSize"/>.
/// </param>
private Vector2 adjustSizeForPlayfieldAspectRatio(float size)
{
// Preserve flashlight size through the playfield's aspect adjustment.
return new Vector2(0, size * taikoPlayfield.DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
}
protected override void UpdateFlashlightSize(float size)
{
this.TransformTo(nameof(FlashlightSize), adjustSize(size), FLASHLIGHT_FADE_DURATION);
this.TransformTo(nameof(FlashlightSize), adjustSizeForPlayfieldAspectRatio(size), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";
@ -75,7 +82,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
FlashlightPosition = ToLocalSpace(taikoPlayfield.HitTarget.ScreenSpaceDrawQuad.Centre);
ClearTransforms(targetMember: nameof(FlashlightSize));
FlashlightSize = adjustSize(Combo.Value);
FlashlightSize = adjustSizeForPlayfieldAspectRatio(GetSize());
flashlightProperties.Validate();
}

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@ -862,52 +862,6 @@ namespace osu.Game.Tests.Visual.SongSelect
AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
}
[Test]
public void TestRandomFallbackOnNonMatchingPrevious()
{
List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
AddStep("populate maps", () =>
{
manySets.Clear();
for (int i = 0; i < 10; i++)
{
manySets.Add(TestResources.CreateTestBeatmapSetInfo(3, new[]
{
// all taiko except for first
rulesets.GetRuleset(i > 0 ? 1 : 0)
}));
}
});
loadBeatmaps(manySets);
for (int i = 0; i < 10; i++)
{
AddStep("Reset filter", () => carousel.Filter(new FilterCriteria(), false));
AddStep("select first beatmap", () => carousel.SelectBeatmap(manySets.First().Beatmaps.First()));
AddStep("Toggle non-matching filter", () =>
{
carousel.Filter(new FilterCriteria { SearchText = Guid.NewGuid().ToString() }, false);
});
AddAssert("selection lost", () => carousel.SelectedBeatmapInfo == null);
AddStep("Restore different ruleset filter", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesets.GetRuleset(1) }, false);
eagerSelectedIDs.Add(carousel.SelectedBeatmapSet!.ID);
});
AddAssert("selection changed", () => !carousel.SelectedBeatmapInfo!.Equals(manySets.First().Beatmaps.First()));
}
AddAssert("Selection was random", () => eagerSelectedIDs.Count > 2);
}
[Test]
public void TestFilteringByUserStarDifficulty()
{
@ -955,6 +909,63 @@ namespace osu.Game.Tests.Visual.SongSelect
checkVisibleItemCount(true, 15);
}
[Test]
public void TestCarouselSelectsNextWhenPreviousIsFiltered()
{
List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
// 10 sets that go osu! -> taiko -> catch -> osu! -> ...
for (int i = 0; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
}
// Sort mode is important to keep the ruleset order
loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
setSelected(1, 1);
for (int i = 1; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
AddStep($"Set ruleset to {rulesetInfo.ShortName}", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesetInfo, Sort = SortMode.Title }, false);
});
waitForSelection(i + 1, 1);
}
}
[Test]
public void TestCarouselSelectsBackwardsWhenDistanceIsShorter()
{
List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
// 10 sets that go taiko, osu!, osu!, osu!, taiko, osu!, osu!, osu!, ...
for (int i = 0; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 4 == 0 ? 1 : 0);
sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
}
// Sort mode is important to keep the ruleset order
loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
for (int i = 2; i < 10; i += 4)
{
setSelected(i, 1);
AddStep("Set ruleset to taiko", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(1), Sort = SortMode.Title }, false);
});
waitForSelection(i - 1, 1);
AddStep("Remove ruleset filter", () =>
{
carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false);
});
}
}
private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null, Func<FilterCriteria> initialCriteria = null, Action<BeatmapCarousel> carouselAdjust = null, int? count = null,
bool randomDifficulties = false)
{

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@ -115,6 +115,7 @@ namespace osu.Game.Overlays
{
filterControl.Search(query);
Show();
ScrollFlow.ScrollToStart();
}
protected override BeatmapListingHeader CreateHeader() => new BeatmapListingHeader();

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@ -53,9 +53,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
float maxDistance = new Vector2(dx, dy).Length;
int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceBetweenTicks));
// We need to offset the drawn lines to the next valid snap for the currently selected divisor.
//
// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
float offset = SnapProvider.FindSnappedDistance(ReferenceObject, 0);
for (int i = 0; i < requiredCircles; i++)
{
float diameter = (i + 1) * DistanceBetweenTicks * 2;
float diameter = (offset + (i + 1) * DistanceBetweenTicks) * 2;
AddInternal(new Ring(ReferenceObject, GetColourForIndexFromPlacement(i))
{

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@ -1048,7 +1048,7 @@ namespace osu.Game.Screens.Select
protected override void PerformSelection()
{
if (LastSelected == null || LastSelected.Filtered.Value)
if (LastSelected == null)
carousel?.SelectNextRandom();
else
base.PerformSelection();

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@ -108,10 +108,35 @@ namespace osu.Game.Screens.Select.Carousel
PerformSelection();
}
/// <summary>
/// Finds the item this group would select next if it attempted selection
/// </summary>
/// <returns>An unfiltered item nearest to the last selected one or null if all items are filtered</returns>
protected virtual CarouselItem GetNextToSelect()
{
return Items.Skip(lastSelectedIndex).FirstOrDefault(i => !i.Filtered.Value) ??
Items.Reverse().Skip(Items.Count - lastSelectedIndex).FirstOrDefault(i => !i.Filtered.Value);
if (Items.Count == 0)
return null;
int forwardsIndex = lastSelectedIndex;
int backwardsIndex = Math.Min(lastSelectedIndex, Items.Count - 1);
while (true)
{
bool hasBackwards = backwardsIndex >= 0 && backwardsIndex < Items.Count;
bool hasForwards = forwardsIndex < Items.Count;
if (!hasBackwards && !hasForwards)
return null;
if (hasForwards && !Items[forwardsIndex].Filtered.Value)
return Items[forwardsIndex];
if (hasBackwards && !Items[backwardsIndex].Filtered.Value)
return Items[backwardsIndex];
forwardsIndex++;
backwardsIndex--;
}
}
protected virtual void PerformSelection()