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mirror of https://github.com/ppy/osu.git synced 2024-11-15 12:27:26 +08:00

Rename enum to non-plural now that it won't conflict

This commit is contained in:
Dean Herbert 2024-10-01 19:55:46 +09:00
parent 8dba4cf760
commit 8773c34fdd
No known key found for this signature in database
13 changed files with 35 additions and 35 deletions

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@ -25,7 +25,7 @@ namespace osu.Desktop.Updater
[Resolved]
private ILocalUserPlayInfo? localUserInfo { get; set; }
private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying;
private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
private UpdateInfo? pendingUpdate;

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@ -13,7 +13,7 @@ namespace osu.Desktop.Windows
public partial class GameplayWinKeyBlocker : Component
{
private Bindable<bool> disableWinKey = null!;
private IBindable<LocalUserPlayingStates> localUserPlaying = null!;
private IBindable<LocalUserPlayingState> localUserPlaying = null!;
private IBindable<bool> isActive = null!;
[Resolved]
@ -34,7 +34,7 @@ namespace osu.Desktop.Windows
private void updateBlocking()
{
bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingStates.Playing;
bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingState.Playing;
if (shouldDisable)
host.InputThread.Scheduler.Add(WindowsKey.Disable);

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@ -22,9 +22,9 @@ namespace osu.Game.Tests.Database
[HeadlessTest]
public partial class BackgroundDataStoreProcessorTests : OsuTestScene, ILocalUserPlayInfo
{
public IBindable<LocalUserPlayingStates> PlayingState => isPlaying;
public IBindable<LocalUserPlayingState> PlayingState => isPlaying;
private readonly Bindable<LocalUserPlayingStates> isPlaying = new Bindable<LocalUserPlayingStates>();
private readonly Bindable<LocalUserPlayingState> isPlaying = new Bindable<LocalUserPlayingState>();
private BeatmapSetInfo importedSet = null!;
@ -37,7 +37,7 @@ namespace osu.Game.Tests.Database
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
}
[Test]
@ -89,7 +89,7 @@ namespace osu.Game.Tests.Database
});
});
AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingStates.Playing);
AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingState.Playing);
AddStep("Reset difficulty", () =>
{
@ -117,7 +117,7 @@ namespace osu.Game.Tests.Database
});
});
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
AddUntilStep("wait for difficulties repopulated", () =>
{

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@ -17,7 +17,7 @@ namespace osu.Game.Tests.Input
[HeadlessTest]
public partial class ConfineMouseTrackerTest : OsuGameTestScene
{
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
[Resolved]
private FrameworkConfigManager frameworkConfigManager { get; set; } = null!;
@ -28,7 +28,7 @@ namespace osu.Game.Tests.Input
base.SetUpSteps();
// a bit dodgy.
AddStep("bind playing state", () => ((IBindable<LocalUserPlayingStates>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
AddStep("bind playing state", () => ((IBindable<LocalUserPlayingState>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
}
[TestCase(WindowMode.Windowed)]
@ -101,7 +101,7 @@ namespace osu.Game.Tests.Input
=> AddStep($"set {mode} game-side", () => Game.LocalConfig.SetValue(OsuSetting.ConfineMouseMode, mode));
private void setLocalUserPlayingTo(bool playing)
=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
private void gameSideModeIs(OsuConfineMouseMode mode)
=> AddAssert($"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
[Cached(typeof(ILocalUserPlayInfo))]
private ILocalUserPlayInfo localUserInfo;
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
private TextBox textBox => chatDisplay.ChildrenOfType<TextBox>().First();
@ -124,6 +124,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddAssert($"chat {(isFocused ? "focused" : "not focused")}", () => textBox.HasFocus == isFocused);
private void setLocalUserPlaying(bool playing) =>
AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
}
}

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@ -606,7 +606,7 @@ namespace osu.Game.Database
{
// Importantly, also sleep if high performance session is active.
// If we don't do this, memory usage can become runaway due to GC running in a more lenient mode.
while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);

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@ -25,7 +25,7 @@ namespace osu.Game.Input
private Bindable<bool> frameworkMinimiseOnFocusLossInFullscreen;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private IBindable<LocalUserPlayingStates> localUserPlaying;
private IBindable<LocalUserPlayingState> localUserPlaying;
[BackgroundDependencyLoader]
private void load(ILocalUserPlayInfo localUserInfo, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
@ -63,7 +63,7 @@ namespace osu.Game.Input
break;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingStates.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingState.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:

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@ -10,9 +10,9 @@ namespace osu.Game.Input
{
public partial class OsuUserInputManager : UserInputManager
{
protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingStates.NotPlaying;
protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingState.NotPlaying;
public readonly Bindable<LocalUserPlayingStates> PlayingState = new Bindable<LocalUserPlayingStates>();
public readonly Bindable<LocalUserPlayingState> PlayingState = new Bindable<LocalUserPlayingState>();
internal OsuUserInputManager()
{

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@ -175,9 +175,9 @@ namespace osu.Game
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
IBindable<LocalUserPlayingStates> ILocalUserPlayInfo.PlayingState => playingState;
IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
protected OsuScreenStack ScreenStack;
@ -388,9 +388,9 @@ namespace osu.Game
playingState.BindValueChanged(p =>
{
BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
SkinManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
ScoreManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
SkinManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
ScoreManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
}, true);
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
@ -1549,7 +1549,7 @@ namespace osu.Game
});
// reset on screen change for sanity.
playingState.Value = LocalUserPlayingStates.NotPlaying;
playingState.Value = LocalUserPlayingState.NotPlaying;
if (current is Player oldPlayer)
oldPlayer.PlayingState.UnbindFrom(playingState);

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@ -23,9 +23,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
[CanBeNull]
private ILocalUserPlayInfo localUserInfo { get; set; }
private readonly IBindable<LocalUserPlayingStates> localUserPlaying = new Bindable<LocalUserPlayingStates>();
private readonly IBindable<LocalUserPlayingState> localUserPlaying = new Bindable<LocalUserPlayingState>();
public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingStates.Playing;
public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingState.Playing;
public Bindable<bool> Expanded = new Bindable<bool>();
@ -67,7 +67,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
TextBox.HoldFocus = false;
// only hold focus (after sending a message) during breaks
TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingStates.Playing;
TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingState.Playing;
}, true);
Expanded.BindValueChanged(_ => updateExpandedState(), true);

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@ -12,6 +12,6 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Whether the local user is currently interacting (playing) with the game in a way that should not be interrupted.
/// </summary>
IBindable<LocalUserPlayingStates> PlayingState { get; }
IBindable<LocalUserPlayingState> PlayingState { get; }
}
}

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@ -3,7 +3,7 @@
namespace osu.Game.Screens.Play
{
public enum LocalUserPlayingStates
public enum LocalUserPlayingState
{
/// <summary>
/// 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
public IBindable<bool> LocalUserPlaying => localUserPlaying;
private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
public int RestartCount;
@ -512,12 +512,12 @@ namespace osu.Game.Screens.Play
bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value || GameplayState.HasFailed;
if (inGameplay)
playingState.Value = inBreak ? LocalUserPlayingStates.Break : LocalUserPlayingStates.Playing;
playingState.Value = inBreak ? LocalUserPlayingState.Break : LocalUserPlayingState.Playing;
else
playingState.Value = LocalUserPlayingStates.NotPlaying;
playingState.Value = LocalUserPlayingState.NotPlaying;
localUserPlaying.Value = playingState.Value == LocalUserPlayingStates.Playing;
OverlayActivationMode.Value = playingState.Value == LocalUserPlayingStates.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
localUserPlaying.Value = playingState.Value == LocalUserPlayingState.Playing;
OverlayActivationMode.Value = playingState.Value == LocalUserPlayingState.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
}
private void updateSampleDisabledState()
@ -1284,6 +1284,6 @@ namespace osu.Game.Screens.Play
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
public IBindable<LocalUserPlayingStates> PlayingState => playingState;
public IBindable<LocalUserPlayingState> PlayingState => playingState;
}
}