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Merge branch 'master' into spectator-replay-watcher

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Dean Herbert 2020-10-30 16:31:24 +09:00 committed by GitHub
commit 79aecc9a98
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14 changed files with 258 additions and 81 deletions

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@ -35,6 +35,7 @@ namespace osu.Game.Rulesets.Mania.Tests
objects.Add(new Note { StartTime = time });
// don't hit the first note
if (i > 0)
{
frames.Add(new ManiaReplayFrame(time + 10, ManiaAction.Key1));

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@ -2,29 +2,23 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneHUDOverlay : SkinnableTestScene
public class TestSceneHUDOverlay : OsuManualInputManagerTestScene
{
private HUDOverlay hudOverlay;
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
// best way to check without exposing.
private Drawable hideTarget => hudOverlay.KeyCounter;
private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
@ -37,17 +31,9 @@ namespace osu.Game.Tests.Visual.Gameplay
{
createNew();
AddRepeatStep("increase combo", () =>
{
foreach (var hud in hudOverlays)
hud.ComboCounter.Current.Value++;
}, 10);
AddRepeatStep("increase combo", () => { hudOverlay.ComboCounter.Current.Value++; }, 10);
AddStep("reset combo", () =>
{
foreach (var hud in hudOverlays)
hud.ComboCounter.Current.Value = 0;
});
AddStep("reset combo", () => { hudOverlay.ComboCounter.Current.Value = 0; });
}
[Test]
@ -77,7 +63,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
createNew();
AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
@ -86,10 +72,31 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
}
[Test]
public void TestMomentaryShowHUD()
{
createNew();
HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringBreaks;
AddStep("get original config value", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
AddStep("set hud to never show", () => config.Set(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Never));
AddUntilStep("wait for fade", () => !hideTarget.IsPresent);
AddStep("trigger momentary show", () => InputManager.PressKey(Key.ControlLeft));
AddUntilStep("wait for visible", () => hideTarget.IsPresent);
AddStep("stop trigering", () => InputManager.ReleaseKey(Key.ControlLeft));
AddUntilStep("wait for fade", () => !hideTarget.IsPresent);
AddStep("set original config value", () => config.Set(OsuSetting.HUDVisibilityMode, originalConfigValue));
}
[Test]
public void TestExternalHideDoesntAffectConfig()
{
HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringBreaks;
HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringGameplay;
createNew();
@ -113,14 +120,14 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("set keycounter visible false", () =>
{
config.Set<bool>(OsuSetting.KeyOverlay, false);
hudOverlays.ForEach(h => h.KeyCounter.AlwaysVisible.Value = false);
hudOverlay.KeyCounter.AlwaysVisible.Value = false;
});
AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
AddAssert("key counters hidden", () => !keyCounterFlow.IsPresent);
AddStep("set showhud true", () => hudOverlays.ForEach(h => h.ShowHud.Value = true));
AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true);
AddUntilStep("hidetarget is visible", () => hideTarget.IsPresent);
AddAssert("key counters still hidden", () => !keyCounterFlow.IsPresent);
@ -131,22 +138,17 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("create overlay", () =>
{
SetContents(() =>
{
hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
// Add any key just to display the key counter visually.
hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
// Add any key just to display the key counter visually.
hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
hudOverlay.ComboCounter.Current.Value = 1;
hudOverlay.ComboCounter.Current.Value = 1;
action?.Invoke(hudOverlay);
action?.Invoke(hudOverlay);
return hudOverlay;
});
Child = hudOverlay;
});
}
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
}
}

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@ -0,0 +1,99 @@
// 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;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSkinnableHUDOverlay : SkinnableTestScene
{
private HUDOverlay hudOverlay;
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
// best way to check without exposing.
private Drawable hideTarget => hudOverlay.KeyCounter;
private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
[Resolved]
private OsuConfigManager config { get; set; }
[Test]
public void TestComboCounterIncrementing()
{
createNew();
AddRepeatStep("increase combo", () =>
{
foreach (var hud in hudOverlays)
hud.ComboCounter.Current.Value++;
}, 10);
AddStep("reset combo", () =>
{
foreach (var hud in hudOverlays)
hud.ComboCounter.Current.Value = 0;
});
}
[Test]
public void TestFadesInOnLoadComplete()
{
float? initialAlpha = null;
createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
AddUntilStep("wait for load", () => hudOverlay.IsAlive);
AddAssert("initial alpha was less than 1", () => initialAlpha < 1);
}
[Test]
public void TestHideExternally()
{
createNew();
AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
}
private void createNew(Action<HUDOverlay> action = null)
{
AddStep("create overlay", () =>
{
SetContents(() =>
{
hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
// Add any key just to display the key counter visually.
hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
hudOverlay.ComboCounter.Current.Value = 1;
action?.Invoke(hudOverlay);
return hudOverlay;
});
});
}
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
}
}

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@ -103,7 +103,7 @@ namespace osu.Game.Tests.Visual.Ranking
private void addPanelStep(ScoreInfo score, PanelState state = PanelState.Expanded) => AddStep("add panel", () =>
{
Child = panel = new ScorePanel(score)
Child = panel = new ScorePanel(score, true)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,

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@ -12,9 +12,6 @@ namespace osu.Game.Configuration
[Description("Hide during gameplay")]
HideDuringGameplay,
[Description("Hide during breaks")]
HideDuringBreaks,
Always
}
}

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@ -170,6 +170,7 @@ namespace osu.Game.Configuration
public override TrackedSettings CreateTrackedSettings() => new TrackedSettings
{
new TrackedSetting<bool>(OsuSetting.MouseDisableButtons, v => new SettingDescription(!v, "gameplay mouse buttons", v ? "disabled" : "enabled")),
new TrackedSetting<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode, m => new SettingDescription(m, "HUD Visibility", m.GetDescription())),
new TrackedSetting<ScalingMode>(OsuSetting.Scaling, m => new SettingDescription(m, "scaling", m.GetDescription())),
};
}

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@ -67,6 +67,7 @@ namespace osu.Game.Input.Bindings
new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed),
new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
};
public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
@ -187,5 +188,8 @@ namespace osu.Game.Input.Bindings
[Description("Timing Mode")]
EditorTimingMode,
[Description("Hold for HUD")]
HoldForHUD,
}
}

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@ -8,8 +8,10 @@ using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets.Mods;
@ -22,7 +24,7 @@ using osuTK.Input;
namespace osu.Game.Screens.Play
{
[Cached]
public class HUDOverlay : Container
public class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
{
public const float FADE_DURATION = 400;
@ -67,6 +69,8 @@ namespace osu.Game.Screens.Play
internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
private bool holdingForHUD;
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
@ -217,17 +221,18 @@ namespace osu.Game.Screens.Play
if (ShowHud.Disabled)
return;
if (holdingForHUD)
{
ShowHud.Value = true;
return;
}
switch (configVisibilityMode.Value)
{
case HUDVisibilityMode.Never:
ShowHud.Value = false;
break;
case HUDVisibilityMode.HideDuringBreaks:
// always show during replay as we want the seek bar to be visible.
ShowHud.Value = replayLoaded.Value || !IsBreakTime.Value;
break;
case HUDVisibilityMode.HideDuringGameplay:
// always show during replay as we want the seek bar to be visible.
ShowHud.Value = replayLoaded.Value || IsBreakTime.Value;
@ -277,9 +282,21 @@ namespace osu.Game.Screens.Play
switch (e.Key)
{
case Key.Tab:
configVisibilityMode.Value = configVisibilityMode.Value != HUDVisibilityMode.Never
? HUDVisibilityMode.Never
: HUDVisibilityMode.HideDuringGameplay;
switch (configVisibilityMode.Value)
{
case HUDVisibilityMode.Never:
configVisibilityMode.Value = HUDVisibilityMode.HideDuringGameplay;
break;
case HUDVisibilityMode.HideDuringGameplay:
configVisibilityMode.Value = HUDVisibilityMode.Always;
break;
case HUDVisibilityMode.Always:
configVisibilityMode.Value = HUDVisibilityMode.Never;
break;
}
return true;
}
}
@ -351,5 +368,29 @@ namespace osu.Game.Screens.Play
HealthDisplay?.BindHealthProcessor(processor);
FailingLayer?.BindHealthProcessor(processor);
}
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.HoldForHUD:
holdingForHUD = true;
updateVisibility();
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
switch (action)
{
case GlobalAction.HoldForHUD:
holdingForHUD = false;
updateVisibility();
break;
}
}
}
}

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@ -29,6 +29,8 @@ namespace osu.Game.Screens.Ranking.Expanded
private const float padding = 10;
private readonly ScoreInfo score;
private readonly bool withFlair;
private readonly List<StatisticDisplay> statisticDisplays = new List<StatisticDisplay>();
private FillFlowContainer starAndModDisplay;
@ -41,9 +43,11 @@ namespace osu.Game.Screens.Ranking.Expanded
/// Creates a new <see cref="ExpandedPanelMiddleContent"/>.
/// </summary>
/// <param name="score">The score to display.</param>
public ExpandedPanelMiddleContent(ScoreInfo score)
/// <param name="withFlair">Whether to add flair for a new score being set.</param>
public ExpandedPanelMiddleContent(ScoreInfo score, bool withFlair = false)
{
this.score = score;
this.withFlair = withFlair;
RelativeSizeAxes = Axes.Both;
Masking = true;
@ -266,6 +270,9 @@ namespace osu.Game.Screens.Ranking.Expanded
delay += 200;
}
}
if (!withFlair)
FinishTransforms(true);
});
}
}

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@ -149,7 +149,7 @@ namespace osu.Game.Screens.Ranking
};
if (Score != null)
ScorePanelList.AddScore(Score);
ScorePanelList.AddScore(Score, true);
if (player != null && allowRetry)
{

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@ -85,6 +85,8 @@ namespace osu.Game.Screens.Ranking
public readonly ScoreInfo Score;
private bool displayWithFlair;
private Container content;
private Container topLayerContainer;
@ -97,9 +99,10 @@ namespace osu.Game.Screens.Ranking
private Container middleLayerContentContainer;
private Drawable middleLayerContent;
public ScorePanel(ScoreInfo score)
public ScorePanel(ScoreInfo score, bool isNewLocalScore = false)
{
Score = score;
displayWithFlair = isNewLocalScore;
}
[BackgroundDependencyLoader]
@ -188,7 +191,7 @@ namespace osu.Game.Screens.Ranking
state = value;
if (LoadState >= LoadState.Ready)
if (IsLoaded)
updateState();
StateChanged?.Invoke(value);
@ -209,7 +212,10 @@ namespace osu.Game.Screens.Ranking
middleLayerBackground.FadeColour(expanded_middle_layer_colour, resize_duration, Easing.OutQuint);
topLayerContentContainer.Add(topLayerContent = new ExpandedPanelTopContent(Score.User).With(d => d.Alpha = 0));
middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score).With(d => d.Alpha = 0));
middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score, displayWithFlair).With(d => d.Alpha = 0));
// only the first expanded display should happen with flair.
displayWithFlair = false;
break;
case PanelState.Contracted:

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@ -95,9 +95,10 @@ namespace osu.Game.Screens.Ranking
/// Adds a <see cref="ScoreInfo"/> to this list.
/// </summary>
/// <param name="score">The <see cref="ScoreInfo"/> to add.</param>
public ScorePanel AddScore(ScoreInfo score)
/// <param name="isNewLocalScore">Whether this is a score that has just been achieved locally. Controls whether flair is added to the display or not.</param>
public ScorePanel AddScore(ScoreInfo score, bool isNewLocalScore = false)
{
var panel = new ScorePanel(score)
var panel = new ScorePanel(score, isNewLocalScore)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
@ -117,19 +118,24 @@ namespace osu.Game.Screens.Ranking
d.Origin = Anchor.Centre;
}));
if (SelectedScore.Value == score)
selectedScoreChanged(new ValueChangedEvent<ScoreInfo>(SelectedScore.Value, SelectedScore.Value));
else
if (IsLoaded)
{
// We want the scroll position to remain relative to the expanded panel. When a new panel is added after the expanded panel, nothing needs to be done.
// But when a panel is added before the expanded panel, we need to offset the scroll position by the width of the new panel.
if (expandedPanel != null && flow.GetPanelIndex(score) < flow.GetPanelIndex(expandedPanel.Score))
if (SelectedScore.Value == score)
{
// A somewhat hacky property is used here because we need to:
// 1) Scroll after the scroll container's visible range is updated.
// 2) Scroll before the scroll container's scroll position is updated.
// Without this, we would have a 1-frame positioning error which looks very jarring.
scroll.InstantScrollTarget = (scroll.InstantScrollTarget ?? scroll.Target) + ScorePanel.CONTRACTED_WIDTH + panel_spacing;
SelectedScore.TriggerChange();
}
else
{
// We want the scroll position to remain relative to the expanded panel. When a new panel is added after the expanded panel, nothing needs to be done.
// But when a panel is added before the expanded panel, we need to offset the scroll position by the width of the new panel.
if (expandedPanel != null && flow.GetPanelIndex(score) < flow.GetPanelIndex(expandedPanel.Score))
{
// A somewhat hacky property is used here because we need to:
// 1) Scroll after the scroll container's visible range is updated.
// 2) Scroll before the scroll container's scroll position is updated.
// Without this, we would have a 1-frame positioning error which looks very jarring.
scroll.InstantScrollTarget = (scroll.InstantScrollTarget ?? scroll.Target) + ScorePanel.CONTRACTED_WIDTH + panel_spacing;
}
}
}
@ -142,11 +148,15 @@ namespace osu.Game.Screens.Ranking
/// <param name="score">The <see cref="ScoreInfo"/> to present.</param>
private void selectedScoreChanged(ValueChangedEvent<ScoreInfo> score)
{
// Contract the old panel.
foreach (var t in flow.Where(t => t.Panel.Score == score.OldValue))
// avoid contracting panels unnecessarily when TriggerChange is fired manually.
if (score.OldValue != score.NewValue)
{
t.Panel.State = PanelState.Contracted;
t.Margin = new MarginPadding();
// Contract the old panel.
foreach (var t in flow.Where(t => t.Panel.Score == score.OldValue))
{
t.Panel.State = PanelState.Contracted;
t.Margin = new MarginPadding();
}
}
// Find the panel corresponding to the new score.
@ -162,12 +172,16 @@ namespace osu.Game.Screens.Ranking
expandedTrackingComponent.Margin = new MarginPadding { Horizontal = expanded_panel_spacing };
expandedPanel.State = PanelState.Expanded;
// Scroll to the new panel. This is done manually since we need:
// 1) To scroll after the scroll container's visible range is updated.
// 2) To account for the centre anchor/origins of panels.
// In the end, it's easier to compute the scroll position manually.
float scrollOffset = flow.GetPanelIndex(expandedPanel.Score) * (ScorePanel.CONTRACTED_WIDTH + panel_spacing);
scroll.ScrollTo(scrollOffset);
// requires schedule after children to ensure the flow (and thus ScrollContainer's ScrollableExtent) has been updated.
ScheduleAfterChildren(() =>
{
// Scroll to the new panel. This is done manually since we need:
// 1) To scroll after the scroll container's visible range is updated.
// 2) To account for the centre anchor/origins of panels.
// In the end, it's easier to compute the scroll position manually.
float scrollOffset = flow.GetPanelIndex(expandedPanel.Score) * (ScorePanel.CONTRACTED_WIDTH + panel_spacing);
scroll.ScrollTo(scrollOffset);
});
}
protected override void Update()

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@ -180,9 +180,8 @@ namespace osu.Game.Tests.Beatmaps
private readonly BeatmapInfo skinBeatmapInfo;
private readonly IResourceStore<byte[]> resourceStore;
public TestWorkingBeatmap(BeatmapInfo skinBeatmapInfo, IResourceStore<byte[]> resourceStore, IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio,
double length = 60000)
: base(beatmap, storyboard, referenceClock, audio, length)
public TestWorkingBeatmap(BeatmapInfo skinBeatmapInfo, IResourceStore<byte[]> resourceStore, IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio)
: base(beatmap, storyboard, referenceClock, audio)
{
this.skinBeatmapInfo = skinBeatmapInfo;
this.resourceStore = resourceStore;

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@ -23,6 +23,7 @@ using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens;
using osu.Game.Storyboards;
@ -222,18 +223,23 @@ namespace osu.Game.Tests.Visual
/// <param name="storyboard">The storyboard.</param>
/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
/// <param name="length">The length of the returned virtual track.</param>
public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, double length = 60000)
public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio)
: base(beatmap, storyboard, audio)
{
double trackLength = 60000;
if (beatmap.HitObjects.Count > 0)
// add buffer after last hitobject to allow for final replay frames etc.
trackLength = Math.Max(trackLength, beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000);
if (referenceClock != null)
{
store = new TrackVirtualStore(referenceClock);
audio.AddItem(store);
track = store.GetVirtual(length);
track = store.GetVirtual(trackLength);
}
else
track = audio?.Tracks.GetVirtual(length);
track = audio?.Tracks.GetVirtual(trackLength);
}
~ClockBackedTestWorkingBeatmap()