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Merge branch 'master' into fix-music-controller-offset
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commit
9c57b9eed2
@ -297,11 +297,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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private void performTest(List<ReplayFrame> frames)
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{
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// Empty frame to be added as a workaround for first frame behavior.
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// If an input exists on the first frame, the input would apply to the entire intro lead-in
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// Likely requires some discussion regarding how first frame inputs should be handled.
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frames.Insert(0, new OsuReplayFrame());
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AddStep("load player", () =>
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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@ -330,12 +325,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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},
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}, Clock);
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } })
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false
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};
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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@ -364,7 +354,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score)
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: base(score, false, false)
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{
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}
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}
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@ -255,7 +255,8 @@ namespace osu.Game.Tests.Visual.Background
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{
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setupUserSettings();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer { AllowPause = allowPause, })));
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer(allowPause))));
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AddUntilStep("Wait for Player Loader to load", () => playerLoader.IsLoaded);
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Wait for player to load", () => player.IsLoaded);
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@ -350,6 +351,11 @@ namespace osu.Game.Tests.Visual.Background
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public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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public TestPlayer(bool allowPause = true)
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: base(allowPause)
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{
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}
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public bool IsStoryboardVisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
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public bool IsStoryboardInvisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;
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@ -15,12 +15,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
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return new ScoreAccessiblePlayer
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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return new ScoreAccessiblePlayer();
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}
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protected override void AddCheckSteps()
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@ -33,6 +28,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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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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public ScoreAccessiblePlayer()
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: base(false, false)
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{
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}
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}
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}
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}
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@ -26,12 +26,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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Beatmap.Value = new DummyWorkingBeatmap(game);
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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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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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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@ -47,12 +42,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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SlowLoadPlayer slow = null;
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stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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}));
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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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});
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@ -64,6 +54,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public bool Ready;
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public SlowLoadPlayer(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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[BackgroundDependencyLoader]
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private void load()
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{
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@ -54,7 +54,7 @@ namespace osu.Game.Screens.Play
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private readonly FramedOffsetClock offsetClock;
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public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double gameplayStartTime)
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public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
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{
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this.beatmap = beatmap;
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@ -64,9 +64,7 @@ namespace osu.Game.Screens.Play
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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adjustableClock.Seek(allowLeadIn
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? Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
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: gameplayStartTime);
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adjustableClock.Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
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adjustableClock.ProcessFrame();
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@ -43,10 +43,6 @@ namespace osu.Game.Screens.Play
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public bool HasFailed { get; private set; }
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public bool AllowPause { get; set; } = true;
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public bool AllowLeadIn { get; set; } = true;
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public bool AllowResults { get; set; } = true;
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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@ -71,6 +67,20 @@ namespace osu.Game.Screens.Play
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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private readonly bool allowPause;
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private readonly bool showResults;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
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{
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@ -90,7 +100,7 @@ namespace osu.Game.Screens.Play
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, AllowLeadIn, DrawableRuleset.GameplayStartTime);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, DrawableRuleset.GameplayStartTime);
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GameplayClockContainer.Children = new[]
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{
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@ -234,7 +244,7 @@ namespace osu.Game.Screens.Play
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ValidForResume = false;
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if (!AllowResults) return;
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if (!showResults) return;
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using (BeginDelayedSequence(1000))
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{
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@ -348,7 +358,7 @@ namespace osu.Game.Screens.Play
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private bool canPause =>
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// must pass basic screen conditions (beatmap loaded, instance allows pause)
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LoadedBeatmapSuccessfully && AllowPause && ValidForResume
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LoadedBeatmapSuccessfully && allowPause && ValidForResume
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// replays cannot be paused and exit immediately
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&& !DrawableRuleset.HasReplayLoaded.Value
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// cannot pause if we are already in a fail state
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@ -9,7 +9,8 @@ namespace osu.Game.Screens.Play
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{
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private readonly Score score;
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public ReplayPlayer(Score score)
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public ReplayPlayer(Score score, bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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this.score = score;
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}
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@ -80,11 +80,6 @@ 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
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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}
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}
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@ -61,11 +61,6 @@ 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
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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}
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}
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