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Merge branch 'master' into play-storyboard-outro

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Dean Herbert 2021-05-05 17:51:16 +09:00 committed by GitHub
commit 805ef621e9
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7 changed files with 103 additions and 58 deletions

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@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
@ -278,6 +279,54 @@ namespace osu.Game.Tests.NonVisual
setTime(-100, -100);
}
[Test]
public void TestReplayFramesSortStability()
{
const double repeating_time = 5000;
// add a collection of frames in shuffled order time-wise; each frame also stores its original index to check stability later.
// data is hand-picked and breaks if the unstable List<T>.Sort() is used.
// in theory this can still return a false-positive with another unstable algorithm if extremely unlucky,
// but there is no conceivable fool-proof way to prevent that anyways.
replay.Frames.AddRange(new[]
{
repeating_time,
0,
3000,
repeating_time,
repeating_time,
6000,
9000,
repeating_time,
repeating_time,
1000,
11000,
21000,
4000,
repeating_time,
repeating_time,
8000,
2000,
7000,
repeating_time,
repeating_time,
10000
}.Select((time, index) => new TestReplayFrame(time, true, index)));
replay.HasReceivedAllFrames = true;
// create a new handler with the replay for the sort to be performed.
handler = new TestInputHandler(replay);
// ensure sort stability by checking that the frames with time == repeating_time are sorted in ascending frame index order themselves.
var repeatingTimeFramesData = replay.Frames
.Cast<TestReplayFrame>()
.Where(f => f.Time == repeating_time)
.Select(f => f.FrameIndex);
Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending);
}
private void setReplayFrames()
{
replay.Frames = new List<ReplayFrame>
@ -324,11 +373,13 @@ namespace osu.Game.Tests.NonVisual
private class TestReplayFrame : ReplayFrame
{
public readonly bool IsImportant;
public readonly int FrameIndex;
public TestReplayFrame(double time, bool isImportant = false)
public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0)
: base(time)
{
IsImportant = isImportant;
FrameIndex = frameIndex;
}
}

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@ -132,8 +132,8 @@ namespace osu.Game.Tests.Visual.Editing
{
AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
}
AddStep("paste hitobject", () => Editor.Paste());

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@ -28,7 +28,7 @@ namespace osu.Game.Graphics.Containers
protected override bool BlockNonPositionalInput => true;
/// <summary>
/// Temporary to allow for overlays in the main screen content to not dim theirselves.
/// Temporary to allow for overlays in the main screen content to not dim themselves.
/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
/// </summary>
protected virtual bool DimMainContent => true;

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@ -5,6 +5,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
@ -97,7 +98,7 @@ namespace osu.Game.Rulesets.Replays
{
// TODO: This replay frame ordering should be enforced on the Replay type.
// Currently, the ordering can be broken if the frames are added after this construction.
replay.Frames.Sort((x, y) => x.Time.CompareTo(y.Time));
replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList();
this.replay = replay;
currentFrameIndex = -1;

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@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load()
{
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (Composer != null)
{
foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (Composer != null)
{
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject);

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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osuTK;
using osuTK.Input;
@ -16,6 +17,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
public class SelectionBox : CompositeDrawable
{
public const float BORDER_RADIUS = 3;
public Func<float, bool> OnRotation;
public Func<Vector2, Anchor, bool> OnScale;
public Func<Direction, bool> OnFlip;
@ -92,21 +95,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
}
private string text;
public string Text
{
get => text;
set
{
if (value == text)
return;
text = value;
if (selectionDetailsText != null)
selectionDetailsText.Text = value;
}
}
private Container dragHandles;
private FillFlowContainer buttons;
public const float BORDER_RADIUS = 3;
private OsuSpriteText selectionDetailsText;
[Resolved]
private OsuColour colours { get; set; }
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
recreate();
}
private void load() => recreate();
protected override bool OnKeyDown(KeyDownEvent e)
{
@ -144,6 +158,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
InternalChildren = new Drawable[]
{
new Container
{
Name = "info text",
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
Colour = colours.YellowDark,
RelativeSizeAxes = Axes.Both,
},
selectionDetailsText = new OsuSpriteText
{
Padding = new MarginPadding(2),
Colour = colours.Gray0,
Font = OsuFont.Default.With(size: 11),
Text = text,
}
}
},
new Container
{
Masking = true,

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@ -10,13 +10,11 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osuTK;
@ -43,10 +41,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
private readonly List<SelectionBlueprint<T>> selectedBlueprints;
private Drawable content;
private OsuSpriteText selectionDetailsText;
protected SelectionBox SelectionBox { get; private set; }
[Resolved(CanBeNull = true)]
@ -58,39 +52,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChild = content = new Container
{
Children = new Drawable[]
{
// todo: should maybe be inside the SelectionBox?
new Container
{
Name = "info text",
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
Colour = colours.YellowDark,
RelativeSizeAxes = Axes.Both,
},
selectionDetailsText = new OsuSpriteText
{
Padding = new MarginPadding(2),
Colour = colours.Gray0,
Font = OsuFont.Default.With(size: 11)
}
}
},
SelectionBox = CreateSelectionBox(),
}
};
InternalChild = SelectionBox = CreateSelectionBox();
SelectedItems.CollectionChanged += (sender, args) =>
{
@ -306,9 +273,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
int count = SelectedItems.Count;
selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
SelectionBox.Text = count > 0 ? count.ToString() : string.Empty;
this.FadeTo(count > 0 ? 1 : 0);
SelectionBox.FadeTo(count > 0 ? 1 : 0);
OnSelectionChanged();
}
@ -335,8 +302,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
selectionRect = selectionRect.Inflate(5f);
content.Position = selectionRect.Location;
content.Size = selectionRect.Size;
SelectionBox.Position = selectionRect.Location;
SelectionBox.Size = selectionRect.Size;
}
#endregion