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synced 2024-11-15 12:27:26 +08:00
Rename enum to non-plural now that it won't conflict
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@ -25,7 +25,7 @@ namespace osu.Desktop.Updater
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[Resolved]
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private ILocalUserPlayInfo? localUserInfo { get; set; }
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private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying;
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private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
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private UpdateInfo? pendingUpdate;
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@ -13,7 +13,7 @@ namespace osu.Desktop.Windows
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public partial class GameplayWinKeyBlocker : Component
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{
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private Bindable<bool> disableWinKey = null!;
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private IBindable<LocalUserPlayingStates> localUserPlaying = null!;
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private IBindable<LocalUserPlayingState> localUserPlaying = null!;
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private IBindable<bool> isActive = null!;
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[Resolved]
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@ -34,7 +34,7 @@ namespace osu.Desktop.Windows
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private void updateBlocking()
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{
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bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingStates.Playing;
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bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingState.Playing;
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if (shouldDisable)
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host.InputThread.Scheduler.Add(WindowsKey.Disable);
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@ -22,9 +22,9 @@ namespace osu.Game.Tests.Database
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[HeadlessTest]
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public partial class BackgroundDataStoreProcessorTests : OsuTestScene, ILocalUserPlayInfo
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{
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public IBindable<LocalUserPlayingStates> PlayingState => isPlaying;
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public IBindable<LocalUserPlayingState> PlayingState => isPlaying;
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private readonly Bindable<LocalUserPlayingStates> isPlaying = new Bindable<LocalUserPlayingStates>();
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private readonly Bindable<LocalUserPlayingState> isPlaying = new Bindable<LocalUserPlayingState>();
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private BeatmapSetInfo importedSet = null!;
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Database
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
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}
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[Test]
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@ -89,7 +89,7 @@ namespace osu.Game.Tests.Database
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});
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});
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AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingStates.Playing);
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AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingState.Playing);
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AddStep("Reset difficulty", () =>
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{
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@ -117,7 +117,7 @@ namespace osu.Game.Tests.Database
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});
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});
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
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AddUntilStep("wait for difficulties repopulated", () =>
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{
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@ -17,7 +17,7 @@ namespace osu.Game.Tests.Input
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[HeadlessTest]
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public partial class ConfineMouseTrackerTest : OsuGameTestScene
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{
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private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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[Resolved]
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private FrameworkConfigManager frameworkConfigManager { get; set; } = null!;
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@ -28,7 +28,7 @@ namespace osu.Game.Tests.Input
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base.SetUpSteps();
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// a bit dodgy.
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AddStep("bind playing state", () => ((IBindable<LocalUserPlayingStates>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
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AddStep("bind playing state", () => ((IBindable<LocalUserPlayingState>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
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}
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[TestCase(WindowMode.Windowed)]
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@ -101,7 +101,7 @@ namespace osu.Game.Tests.Input
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=> AddStep($"set {mode} game-side", () => Game.LocalConfig.SetValue(OsuSetting.ConfineMouseMode, mode));
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private void setLocalUserPlayingTo(bool playing)
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=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
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=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
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private void gameSideModeIs(OsuConfineMouseMode mode)
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=> AddAssert($"mode is {mode} game-side", () => Game.LocalConfig.Get<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode) == mode);
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@ -25,7 +25,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Cached(typeof(ILocalUserPlayInfo))]
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private ILocalUserPlayInfo localUserInfo;
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private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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private TextBox textBox => chatDisplay.ChildrenOfType<TextBox>().First();
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@ -124,6 +124,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddAssert($"chat {(isFocused ? "focused" : "not focused")}", () => textBox.HasFocus == isFocused);
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private void setLocalUserPlaying(bool playing) =>
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AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
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AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
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}
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}
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@ -606,7 +606,7 @@ namespace osu.Game.Database
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{
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// Importantly, also sleep if high performance session is active.
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// If we don't do this, memory usage can become runaway due to GC running in a more lenient mode.
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while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
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while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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@ -25,7 +25,7 @@ namespace osu.Game.Input
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private Bindable<bool> frameworkMinimiseOnFocusLossInFullscreen;
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private Bindable<OsuConfineMouseMode> osuConfineMode;
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private IBindable<LocalUserPlayingStates> localUserPlaying;
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private IBindable<LocalUserPlayingState> localUserPlaying;
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[BackgroundDependencyLoader]
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private void load(ILocalUserPlayInfo localUserInfo, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
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@ -63,7 +63,7 @@ namespace osu.Game.Input
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break;
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case OsuConfineMouseMode.DuringGameplay:
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frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingStates.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingState.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.Always:
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@ -10,9 +10,9 @@ namespace osu.Game.Input
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{
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public partial class OsuUserInputManager : UserInputManager
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{
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protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingStates.NotPlaying;
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protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingState.NotPlaying;
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public readonly Bindable<LocalUserPlayingStates> PlayingState = new Bindable<LocalUserPlayingStates>();
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public readonly Bindable<LocalUserPlayingState> PlayingState = new Bindable<LocalUserPlayingState>();
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internal OsuUserInputManager()
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{
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@ -175,9 +175,9 @@ namespace osu.Game
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/// </summary>
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public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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IBindable<LocalUserPlayingStates> ILocalUserPlayInfo.PlayingState => playingState;
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IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
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private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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protected OsuScreenStack ScreenStack;
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@ -388,9 +388,9 @@ namespace osu.Game
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playingState.BindValueChanged(p =>
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{
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BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
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SkinManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
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ScoreManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
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BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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SkinManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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ScoreManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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}, true);
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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@ -1549,7 +1549,7 @@ namespace osu.Game
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});
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// reset on screen change for sanity.
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playingState.Value = LocalUserPlayingStates.NotPlaying;
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playingState.Value = LocalUserPlayingState.NotPlaying;
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if (current is Player oldPlayer)
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oldPlayer.PlayingState.UnbindFrom(playingState);
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@ -23,9 +23,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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[CanBeNull]
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private ILocalUserPlayInfo localUserInfo { get; set; }
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private readonly IBindable<LocalUserPlayingStates> localUserPlaying = new Bindable<LocalUserPlayingStates>();
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private readonly IBindable<LocalUserPlayingState> localUserPlaying = new Bindable<LocalUserPlayingState>();
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public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingStates.Playing;
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public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingState.Playing;
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public Bindable<bool> Expanded = new Bindable<bool>();
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@ -67,7 +67,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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TextBox.HoldFocus = false;
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// only hold focus (after sending a message) during breaks
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TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingStates.Playing;
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TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingState.Playing;
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}, true);
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Expanded.BindValueChanged(_ => updateExpandedState(), true);
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@ -12,6 +12,6 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Whether the local user is currently interacting (playing) with the game in a way that should not be interrupted.
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/// </summary>
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IBindable<LocalUserPlayingStates> PlayingState { get; }
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IBindable<LocalUserPlayingState> PlayingState { get; }
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}
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}
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@ -3,7 +3,7 @@
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namespace osu.Game.Screens.Play
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{
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public enum LocalUserPlayingStates
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public enum LocalUserPlayingState
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{
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/// <summary>
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/// The local player is not current in gameplay. If watching a replay, gameplay always remains in this state.
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@ -94,7 +94,7 @@ namespace osu.Game.Screens.Play
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public IBindable<bool> LocalUserPlaying => localUserPlaying;
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private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
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private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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public int RestartCount;
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@ -512,12 +512,12 @@ namespace osu.Game.Screens.Play
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bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value || GameplayState.HasFailed;
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if (inGameplay)
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playingState.Value = inBreak ? LocalUserPlayingStates.Break : LocalUserPlayingStates.Playing;
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playingState.Value = inBreak ? LocalUserPlayingState.Break : LocalUserPlayingState.Playing;
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else
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playingState.Value = LocalUserPlayingStates.NotPlaying;
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playingState.Value = LocalUserPlayingState.NotPlaying;
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localUserPlaying.Value = playingState.Value == LocalUserPlayingStates.Playing;
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OverlayActivationMode.Value = playingState.Value == LocalUserPlayingStates.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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localUserPlaying.Value = playingState.Value == LocalUserPlayingState.Playing;
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OverlayActivationMode.Value = playingState.Value == LocalUserPlayingState.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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}
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private void updateSampleDisabledState()
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@ -1284,6 +1284,6 @@ namespace osu.Game.Screens.Play
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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public IBindable<LocalUserPlayingStates> PlayingState => playingState;
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public IBindable<LocalUserPlayingState> PlayingState => playingState;
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}
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}
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