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https://github.com/ppy/osu.git
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Merge branch 'master' into patch-1
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commit
82599127fd
@ -353,6 +353,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, false, false)
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{
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@ -160,9 +160,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.SkinChanged(skin, allowFallback);
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Body.AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderTrackOverride") ? s.CustomColours["SliderTrackOverride"] : (Color4?)null) ?? Body.AccentColour;
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Body.BorderColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderBorder") ? s.CustomColours["SliderBorder"] : (Color4?)null) ?? Body.BorderColour;
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Ball.AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderBall") ? s.CustomColours["SliderBall"] : (Color4?)null) ?? Ball.AccentColour;
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Body.AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderTrackOverride") ? s.CustomColours["SliderTrackOverride"] : (Color4?)null) ?? AccentColour;
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Body.BorderColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderBorder") ? s.CustomColours["SliderBorder"] : (Color4?)null) ?? Color4.White;
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Ball.AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("SliderBall") ? s.CustomColours["SliderBall"] : (Color4?)null) ?? AccentColour;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -328,7 +328,7 @@ namespace osu.Game.Tests.Visual.Background
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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}
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private class TestPlayer : Player
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private class TestPlayer : Visual.TestPlayer
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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@ -24,7 +24,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("key counter counted keys", () => ((ScoreAccessiblePlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0));
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}
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private class ScoreAccessiblePlayer : Player
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private class ScoreAccessiblePlayer : TestPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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@ -195,7 +195,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected class PausePlayer : Player
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protected class PausePlayer : TestPlayer
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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@ -207,12 +207,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HUDOverlay.HoldToQuit.PauseOnFocusLost = false;
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}
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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@ -1,6 +1,7 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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@ -34,20 +35,20 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLoadContinuation()
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{
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));
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Player player = null;
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SlowLoadPlayer slowPlayer = null;
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false))));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("load slow dummy beatmap", () =>
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{
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SlowLoadPlayer slow = null;
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stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false)));
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Scheduler.AddDelayed(() => slow.Ready = true, 5000);
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stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
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});
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
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}
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[Test]
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@ -101,19 +102,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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}
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private class TestPlayer : Player
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private class TestPlayer : Visual.TestPlayer
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{
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public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
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public TestPlayer()
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: base(false, false)
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public TestPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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}
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}
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protected class SlowLoadPlayer : Player
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protected class SlowLoadPlayer : Visual.TestPlayer
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{
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public bool Ready;
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public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
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public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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@ -123,8 +124,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[BackgroundDependencyLoader]
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private void load()
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{
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while (!Ready)
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Thread.Sleep(1);
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if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
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throw new TimeoutException();
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}
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}
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}
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@ -33,6 +33,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score)
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{
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@ -29,5 +29,12 @@ namespace osu.Game.Beatmaps.Timing
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/// Whether the break has any effect. Breaks that are too short are culled before they are added to the beatmap.
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/// </summary>
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public bool HasEffect => Duration >= MIN_BREAK_DURATION;
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/// <summary>
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/// Whether this break contains a specified time.
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/// </summary>
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/// <param name="time">The time to check in milliseconds.</param>
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/// <returns>Whether the time falls within this <see cref="BreakPeriod"/>.</returns>
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public bool Contains(double time) => time >= StartTime && time <= EndTime;
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}
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}
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@ -25,6 +25,8 @@ namespace osu.Game.Screens.Play.HUD
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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private readonly Button button;
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public Action Action
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@ -51,7 +53,8 @@ namespace osu.Game.Screens.Play.HUD
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button = new Button
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{
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HoverGained = () => text.FadeIn(500, Easing.OutQuint),
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HoverLost = () => text.FadeOut(500, Easing.OutQuint)
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HoverLost = () => text.FadeOut(500, Easing.OutQuint),
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IsPaused = { BindTarget = IsPaused }
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}
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};
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AutoSizeAxes = Axes.Both;
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@ -94,6 +97,8 @@ namespace osu.Game.Screens.Play.HUD
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private CircularProgress circularProgress;
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private Circle overlayCircle;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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protected override bool AllowMultipleFires => true;
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public Action HoverGained;
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@ -217,7 +222,7 @@ namespace osu.Game.Screens.Play.HUD
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private void updateActive()
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{
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if (!pauseOnFocusLost) return;
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if (!pauseOnFocusLost || IsPaused.Value) return;
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if (gameActive.Value)
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AbortConfirm();
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@ -131,14 +131,12 @@ namespace osu.Game.Screens.Play
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{
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base.LoadComplete();
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replayLoaded.ValueChanged += replayLoadedValueChanged;
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replayLoaded.TriggerChange();
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replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
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}
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private void replayLoadedValueChanged(ValueChangedEvent<bool> e)
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{
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PlayerSettingsOverlay.ReplayLoaded = e.NewValue;
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HoldToQuit.PauseOnFocusLost = !e.NewValue;
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if (e.NewValue)
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{
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@ -40,6 +40,11 @@ namespace osu.Game.Screens.Play
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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@ -132,7 +137,11 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit = { Action = performUserRequestedExit },
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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@ -167,6 +176,8 @@ namespace osu.Game.Screens.Play
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}
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};
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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@ -403,8 +414,9 @@ namespace osu.Game.Screens.Play
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IsResuming = true;
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PauseOverlay.Hide();
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// time-based conditions may allow instant resume.
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if (GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
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// breaks and time-based conditions may allow instant resume.
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double time = GameplayClockContainer.GameplayClock.CurrentTime;
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if (Beatmap.Value.Beatmap.Breaks.Any(b => b.Contains(time)) || time < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
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completeResume();
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else
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DrawableRuleset.RequestResume(completeResume);
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@ -39,6 +39,7 @@ namespace osu.Game.Screens.Select
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public abstract class SongSelect : OsuScreen
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{
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
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protected const float BACKGROUND_BLUR = 20;
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private const float left_area_padding = 20;
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@ -89,8 +90,6 @@ namespace osu.Game.Screens.Select
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protected SongSelect()
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{
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const float carousel_width = 640;
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AddRangeInternal(new Drawable[]
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{
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new ParallaxContainer
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@ -103,7 +102,8 @@ namespace osu.Game.Screens.Select
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new WedgeBackground
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = carousel_width * 0.76f },
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Padding = new MarginPadding { Right = -150 },
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Size = new Vector2(wedged_container_size.X, 1),
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}
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}
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},
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@ -144,8 +144,8 @@ namespace osu.Game.Screens.Select
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Carousel = new BeatmapCarousel
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{
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Masking = false,
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(carousel_width, 1),
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1 - wedged_container_size.X, 1),
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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SelectionChanged = updateSelectedBeatmap,
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@ -505,6 +505,8 @@ namespace osu.Game.Screens.Select
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{
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ModSelect.Hide();
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BeatmapOptions.Hide();
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this.ScaleTo(1.1f, 250, Easing.InSine);
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this.FadeOut(250);
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@ -76,6 +76,6 @@ namespace osu.Game.Tests.Visual
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return Player;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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@ -56,6 +56,6 @@ namespace osu.Game.Tests.Visual
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LoadScreen(Player);
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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17
osu.Game/Tests/Visual/TestPlayer.cs
Normal file
17
osu.Game/Tests/Visual/TestPlayer.cs
Normal file
@ -0,0 +1,17 @@
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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 osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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public class TestPlayer : Player
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{
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protected override bool PauseOnFocusLost => false;
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public TestPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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}
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}
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}
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