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Merge branch 'master' into new-chat-overlay
This commit is contained in:
commit
9d48bb41c9
@ -195,9 +195,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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public double DistanceToDuration(HitObject referenceObject, float distance) => distance;
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public double GetSnappedDurationFromDistance(HitObject referenceObject, float distance) => 0;
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public double FindSnappedDuration(HitObject referenceObject, float distance) => 0;
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public float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance) => 0;
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public float FindSnappedDistance(HitObject referenceObject, float distance) => 0;
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}
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}
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}
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|
@ -220,7 +220,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void updateSlider()
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{
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HitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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HitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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@ -213,10 +213,10 @@ namespace osu.Game.Tests.Editing
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=> AddAssert($"distance = {distance} -> duration = {expectedDuration}", () => composer.DistanceToDuration(new HitObject(), distance) == expectedDuration);
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private void assertSnappedDuration(float distance, double expectedDuration)
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=> AddAssert($"distance = {distance} -> duration = {expectedDuration} (snapped)", () => composer.GetSnappedDurationFromDistance(new HitObject(), distance) == expectedDuration);
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=> AddAssert($"distance = {distance} -> duration = {expectedDuration} (snapped)", () => composer.FindSnappedDuration(new HitObject(), distance) == expectedDuration);
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private void assertSnappedDistance(float distance, float expectedDistance)
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=> AddAssert($"distance = {distance} -> distance = {expectedDistance} (snapped)", () => composer.GetSnappedDistanceFromDistance(new HitObject(), distance) == expectedDistance);
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=> AddAssert($"distance = {distance} -> distance = {expectedDistance} (snapped)", () => composer.FindSnappedDistance(new HitObject(), distance) == expectedDistance);
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private class TestHitObjectComposer : OsuHitObjectComposer
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{
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|
@ -175,9 +175,9 @@ namespace osu.Game.Tests.Visual.Editing
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public double DistanceToDuration(HitObject referenceObject, float distance) => distance;
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public double GetSnappedDurationFromDistance(HitObject referenceObject, float distance) => 0;
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public double FindSnappedDuration(HitObject referenceObject, float distance) => 0;
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public float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance) => 0;
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public float FindSnappedDistance(HitObject referenceObject, float distance) => 0;
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}
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}
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}
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@ -56,6 +56,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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}
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[Test]
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@ -73,6 +76,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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}
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[Test]
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@ -91,6 +97,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("no item selected", () => playlist.SelectedItem.Value == null);
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}
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[Test]
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@ -147,6 +156,40 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddAssert("item 1 is selected", () => playlist.SelectedItem.Value == playlist.Items[1]);
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}
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[Test]
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public void TestKeyboardSelection()
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{
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createPlaylist(p => p.AllowSelection = true);
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("item 0 is selected", () => playlist.SelectedItem.Value == playlist.Items[0]);
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("item 1 is selected", () => playlist.SelectedItem.Value == playlist.Items[1]);
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AddStep("press up", () => InputManager.Key(Key.Up));
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AddAssert("item 0 is selected", () => playlist.SelectedItem.Value == playlist.Items[0]);
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AddUntilStep("navigate to last item via keyboard", () =>
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{
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InputManager.Key(Key.Down);
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return playlist.SelectedItem.Value == playlist.Items.Last();
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});
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AddAssert("last item is selected", () => playlist.SelectedItem.Value == playlist.Items.Last());
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AddUntilStep("last item is scrolled into view", () =>
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{
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var drawableItem = playlist.ItemMap[playlist.Items.Last()];
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return playlist.ScreenSpaceDrawQuad.Contains(drawableItem.ScreenSpaceDrawQuad.TopLeft)
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&& playlist.ScreenSpaceDrawQuad.Contains(drawableItem.ScreenSpaceDrawQuad.BottomRight);
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});
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AddStep("press down", () => InputManager.Key(Key.Down));
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AddAssert("last item is selected", () => playlist.SelectedItem.Value == playlist.Items.Last());
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AddStep("press up", () => InputManager.Key(Key.Up));
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AddAssert("second last item is selected", () => playlist.SelectedItem.Value == playlist.Items.Reverse().ElementAt(1));
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}
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[Test]
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public void TestDownloadButtonHiddenWhenBeatmapExists()
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{
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|
@ -1,10 +1,12 @@
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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.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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@ -15,15 +17,11 @@ namespace osu.Game.Tests.Visual.UserInterface
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{
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private DialogOverlay overlay;
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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}
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[Test]
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public void TestBasic()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog firstDialog = null;
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TestPopupDialog secondDialog = null;
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@ -37,12 +35,12 @@ namespace osu.Game.Tests.Visual.UserInterface
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new PopupDialogOkButton
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{
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Text = @"I never want to see this again.",
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Action = () => System.Console.WriteLine(@"OK"),
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Action = () => Console.WriteLine(@"OK"),
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},
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new PopupDialogCancelButton
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{
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Text = @"Firetruck, I still want quick ranks!",
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Action = () => System.Console.WriteLine(@"Cancel"),
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Action = () => Console.WriteLine(@"Cancel"),
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},
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},
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}));
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@ -87,9 +85,49 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("first dialog is not part of hierarchy", () => firstDialog.Parent == null);
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}
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[Test]
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public void TestPushBeforeLoad()
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{
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PopupDialog dialog = null;
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AddStep("create dialog overlay", () => overlay = new SlowLoadingDialogOverlay());
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AddStep("start loading overlay", () => LoadComponentAsync(overlay, Add));
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AddStep("push dialog before loaded", () =>
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{
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overlay.Push(dialog = new TestPopupDialog
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{
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogOkButton { Text = @"OK" },
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},
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});
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});
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AddStep("complete load", () => ((SlowLoadingDialogOverlay)overlay).LoadEvent.Set());
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AddUntilStep("wait for load", () => overlay.IsLoaded);
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AddAssert("dialog displayed", () => overlay.CurrentDialog == dialog);
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}
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public class SlowLoadingDialogOverlay : DialogOverlay
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{
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public ManualResetEventSlim LoadEvent = new ManualResetEventSlim();
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[BackgroundDependencyLoader]
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private void load()
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{
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LoadEvent.Wait(10000);
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}
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}
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[Test]
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public void TestDismissBeforePush()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog testDialog = null;
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AddStep("dismissed dialog push", () =>
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{
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@ -106,6 +144,8 @@ namespace osu.Game.Tests.Visual.UserInterface
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[Test]
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public void TestDismissBeforePushViaButtonPress()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog testDialog = null;
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AddStep("dismissed dialog push", () =>
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{
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|
@ -1,21 +1,23 @@
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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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#nullable enable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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using osu.Game.Models;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays.BeatmapSet.Scores;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Scoring;
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using Realms;
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#nullable enable
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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@ -109,6 +111,16 @@ namespace osu.Game.Beatmaps
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public bool SamplesMatchPlaybackRate { get; set; } = true;
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/// <summary>
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/// The ratio of distance travelled per time unit.
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/// Generally used to decouple the spacing between hit objects from the enforced "velocity" of the beatmap (see <see cref="DifficultyControlPoint.SliderVelocity"/>).
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/// </summary>
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/// <remarks>
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/// The most common method of understanding is that at a default value of 1.0, the time-to-distance ratio will match the slider velocity of the beatmap
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/// at the current point in time. Increasing this value will make hit objects more spaced apart when compared to the cursor movement required to track a slider.
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///
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/// This is only a hint property, used by the editor in <see cref="IDistanceSnapProvider"/> implementations. It does not directly affect the beatmap or gameplay.
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/// </remarks>
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public double DistanceSpacing { get; set; } = 1.0;
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public int BeatDivisor { get; set; }
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@ -153,7 +153,7 @@ namespace osu.Game.Beatmaps
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}
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};
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cacheDownloadRequest.PerformAsync();
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Task.Run(() => cacheDownloadRequest.PerformAsync());
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}
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private bool checkLocalCache(BeatmapSetInfo set, BeatmapInfo beatmapInfo)
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|
@ -59,6 +59,9 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
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new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
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new KeyBinding(InputKey.Left, GlobalAction.SelectPreviousGroup),
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new KeyBinding(InputKey.Right, GlobalAction.SelectNextGroup),
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new KeyBinding(InputKey.Space, GlobalAction.Select),
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new KeyBinding(InputKey.Enter, GlobalAction.Select),
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new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
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@ -105,7 +108,7 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection),
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new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
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new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom),
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new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions)
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new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions),
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};
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public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
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@ -309,5 +312,11 @@ namespace osu.Game.Input.Bindings
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDecreaseDistanceSpacing))]
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EditorDecreaseDistanceSpacing,
|
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPreviousGroup))]
|
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SelectPreviousGroup,
|
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|
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNextGroup))]
|
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SelectNextGroup,
|
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}
|
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}
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|
@ -129,6 +129,16 @@ namespace osu.Game.Localisation
|
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/// </summary>
|
||||
public static LocalisableString SelectNext => new TranslatableString(getKey(@"select_next"), @"Next selection");
|
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/// <summary>
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/// "Select previous group"
|
||||
/// </summary>
|
||||
public static LocalisableString SelectPreviousGroup => new TranslatableString(getKey(@"select_previous_group"), @"Select previous group");
|
||||
|
||||
/// <summary>
|
||||
/// "Select next group"
|
||||
/// </summary>
|
||||
public static LocalisableString SelectNextGroup => new TranslatableString(getKey(@"select_next_group"), @"Select next group");
|
||||
|
||||
/// <summary>
|
||||
/// "Home"
|
||||
/// </summary>
|
||||
|
@ -14,6 +14,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Chat;
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using osu.Game.Resources.Localisation.Web;
|
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using osuTK.Graphics;
|
||||
using osuTK.Input;
|
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|
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namespace osu.Game.Online.Chat
|
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{
|
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@ -119,6 +120,20 @@ namespace osu.Game.Online.Chat
|
||||
|
||||
public class ChatTextBox : FocusedTextBox
|
||||
{
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
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{
|
||||
// Chat text boxes are generally used in places where they retain focus, but shouldn't block interaction with other
|
||||
// elements on the same screen.
|
||||
switch (e.Key)
|
||||
{
|
||||
case Key.Up:
|
||||
case Key.Down:
|
||||
return false;
|
||||
}
|
||||
|
||||
return base.OnKeyDown(e);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
@ -49,18 +49,24 @@ namespace osu.Game.Overlays
|
||||
{
|
||||
if (dialog == CurrentDialog || dialog.State.Value != Visibility.Visible) return;
|
||||
|
||||
// if any existing dialog is being displayed, dismiss it before showing a new one.
|
||||
CurrentDialog?.Hide();
|
||||
var lastDialog = CurrentDialog;
|
||||
|
||||
// Immediately update the externally accessible property as this may be used for checks even before
|
||||
// a DialogOverlay instance has finished loading.
|
||||
CurrentDialog = dialog;
|
||||
CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
|
||||
|
||||
dialogContainer.Add(CurrentDialog);
|
||||
Scheduler.Add(() =>
|
||||
{
|
||||
// if any existing dialog is being displayed, dismiss it before showing a new one.
|
||||
lastDialog?.Hide();
|
||||
dialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
|
||||
dialogContainer.Add(dialog);
|
||||
|
||||
Show();
|
||||
Show();
|
||||
}, false);
|
||||
}
|
||||
|
||||
public override bool IsPresent => dialogContainer.Children.Count > 0;
|
||||
public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
|
||||
|
||||
protected override bool BlockNonPositionalInput => true;
|
||||
|
||||
@ -81,23 +87,16 @@ namespace osu.Game.Overlays
|
||||
protected override void PopIn()
|
||||
{
|
||||
base.PopIn();
|
||||
this.FadeIn(PopupDialog.ENTER_DURATION, Easing.OutQuint);
|
||||
lowPassFilter.CutoffTo(300, 100, Easing.OutCubic);
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
base.PopOut();
|
||||
|
||||
lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
|
||||
|
||||
if (CurrentDialog?.State.Value == Visibility.Visible)
|
||||
{
|
||||
CurrentDialog.Hide();
|
||||
return;
|
||||
}
|
||||
|
||||
this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
|
||||
}
|
||||
|
||||
public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
|
@ -372,12 +372,12 @@ namespace osu.Game.Overlays.Volume
|
||||
|
||||
switch (e.Action)
|
||||
{
|
||||
case GlobalAction.SelectPrevious:
|
||||
case GlobalAction.SelectPreviousGroup:
|
||||
State = SelectionState.Selected;
|
||||
adjust(1, false);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectNext:
|
||||
case GlobalAction.SelectNextGroup:
|
||||
State = SelectionState.Selected;
|
||||
adjust(-1, false);
|
||||
return true;
|
||||
|
@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// Represents a <see cref="HitObjectComposer{TObject}"/> for rulesets with the concept of distances between objects.
|
||||
/// </summary>
|
||||
/// <typeparam name="TObject">The base type of supported objects.</typeparam>
|
||||
[Cached(typeof(IDistanceSnapProvider))]
|
||||
public abstract class DistancedHitObjectComposer<TObject> : HitObjectComposer<TObject>, IDistanceSnapProvider, IScrollBindingHandler<GlobalAction>
|
||||
where TObject : HitObject
|
||||
{
|
||||
@ -146,10 +145,10 @@ namespace osu.Game.Rulesets.Edit
|
||||
return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
|
||||
}
|
||||
|
||||
public virtual double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
|
||||
public virtual double FindSnappedDuration(HitObject referenceObject, float distance)
|
||||
=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
|
||||
|
||||
public virtual float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
|
||||
public virtual float FindSnappedDistance(HitObject referenceObject, float distance)
|
||||
{
|
||||
double startTime = referenceObject.StartTime;
|
||||
|
||||
|
@ -35,7 +35,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// Responsible for providing snapping and generally gluing components together.
|
||||
/// </summary>
|
||||
/// <typeparam name="TObject">The base type of supported objects.</typeparam>
|
||||
[Cached(Type = typeof(IPlacementHandler))]
|
||||
public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
|
||||
where TObject : HitObject
|
||||
{
|
||||
@ -388,8 +387,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// A non-generic definition of a HitObject composer class.
|
||||
/// Generally used to access certain methods without requiring a generic type for <see cref="HitObjectComposer{T}" />.
|
||||
/// </summary>
|
||||
[Cached(typeof(HitObjectComposer))]
|
||||
[Cached(typeof(IPositionSnapProvider))]
|
||||
[Cached]
|
||||
public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider
|
||||
{
|
||||
protected HitObjectComposer()
|
||||
|
@ -1,16 +1,21 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Edit
|
||||
{
|
||||
/// <summary>
|
||||
/// A snap provider which given a reference hit object and proposed distance from it, offers a more correct duration or distance value.
|
||||
/// </summary>
|
||||
[Cached]
|
||||
public interface IDistanceSnapProvider : IPositionSnapProvider
|
||||
{
|
||||
/// <summary>
|
||||
/// The spacing multiplier applied to beat snap distances.
|
||||
/// A multiplier which changes the ratio of distance travelled per time unit.
|
||||
/// </summary>
|
||||
/// <seealso cref="BeatmapInfo.DistanceSpacing"/>
|
||||
IBindable<double> DistanceSpacingMultiplier { get; }
|
||||
@ -23,7 +28,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
float GetBeatSnapDistanceAt(HitObject referenceObject);
|
||||
|
||||
/// <summary>
|
||||
/// Converts a duration to a distance.
|
||||
/// Converts a duration to a distance without applying any snapping.
|
||||
/// </summary>
|
||||
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
|
||||
/// <param name="duration">The duration to convert.</param>
|
||||
@ -31,7 +36,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
float DurationToDistance(HitObject referenceObject, double duration);
|
||||
|
||||
/// <summary>
|
||||
/// Converts a distance to a duration.
|
||||
/// Converts a distance to a duration without applying any snapping.
|
||||
/// </summary>
|
||||
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
|
||||
/// <param name="distance">The distance to convert.</param>
|
||||
@ -39,20 +44,22 @@ namespace osu.Game.Rulesets.Edit
|
||||
double DistanceToDuration(HitObject referenceObject, float distance);
|
||||
|
||||
/// <summary>
|
||||
/// Converts a distance to a snapped duration.
|
||||
/// Given a distance from the provided hit object, find the valid snapped duration.
|
||||
/// </summary>
|
||||
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
|
||||
/// <param name="distance">The distance to convert.</param>
|
||||
/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
|
||||
double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
|
||||
double FindSnappedDuration(HitObject referenceObject, float distance);
|
||||
|
||||
/// <summary>
|
||||
/// Converts an unsnapped distance to a snapped distance.
|
||||
/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
|
||||
/// Given a distance from the provided hit object, find the valid snapped distance.
|
||||
/// </summary>
|
||||
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
|
||||
/// <param name="distance">The distance to convert.</param>
|
||||
/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
|
||||
float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
|
||||
/// <returns>
|
||||
/// A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.
|
||||
/// The distance will always be less than or equal to the provided <paramref name="distance"/>.
|
||||
/// </returns>
|
||||
float FindSnappedDistance(HitObject referenceObject, float distance);
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Edit
|
||||
@ -9,6 +10,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// A snap provider which given a proposed position for a hit object, potentially offers a more correct position and time value inferred from the context of the beatmap.
|
||||
/// Provided values are inferred in an isolated context, without consideration of other nearby hit objects.
|
||||
/// </summary>
|
||||
[Cached]
|
||||
public interface IPositionSnapProvider
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Objects
|
||||
public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
|
||||
where THitObject : HitObject, IHasPath
|
||||
{
|
||||
hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
|
||||
hitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -80,7 +80,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
Vector2 normalisedDirection = direction * new Vector2(1f / distance);
|
||||
Vector2 snappedPosition = StartPosition + normalisedDirection * radialCount * radius;
|
||||
|
||||
return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(ReferenceObject, (snappedPosition - StartPosition).Length));
|
||||
return (snappedPosition, StartTime + SnapProvider.FindSnappedDuration(ReferenceObject, (snappedPosition - StartPosition).Length));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -19,7 +19,6 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
{
|
||||
[Cached(typeof(IPositionSnapProvider))]
|
||||
[Cached]
|
||||
public class Timeline : ZoomableScrollContainer, IPositionSnapProvider
|
||||
{
|
||||
|
@ -1,10 +1,12 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose
|
||||
{
|
||||
[Cached]
|
||||
public interface IPlacementHandler
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -6,7 +6,10 @@ using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Online.Rooms;
|
||||
using osuTK;
|
||||
|
||||
@ -15,7 +18,7 @@ namespace osu.Game.Screens.OnlinePlay
|
||||
/// <summary>
|
||||
/// A scrollable list which displays the <see cref="PlaylistItem"/>s in a <see cref="Room"/>.
|
||||
/// </summary>
|
||||
public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>
|
||||
public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
/// <summary>
|
||||
/// The currently-selected item. Selection is visually represented with a border.
|
||||
@ -169,5 +172,78 @@ namespace osu.Game.Screens.OnlinePlay
|
||||
});
|
||||
|
||||
protected virtual DrawableRoomPlaylistItem CreateDrawablePlaylistItem(PlaylistItem item) => new DrawableRoomPlaylistItem(item);
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
// schedules added as the properties may change value while the drawable items haven't been created yet.
|
||||
SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(scrollToSelection));
|
||||
Items.BindCollectionChanged((_, __) => Scheduler.AddOnce(scrollToSelection), true);
|
||||
}
|
||||
|
||||
private void scrollToSelection()
|
||||
{
|
||||
// SelectedItem and ItemMap/drawable items are managed separately,
|
||||
// so if the item can't be unmapped to a drawable, don't try to scroll to it.
|
||||
// best effort is made to not drop any updates, by subscribing to both sources.
|
||||
if (SelectedItem.Value == null || !ItemMap.TryGetValue(SelectedItem.Value, out var drawableItem))
|
||||
return;
|
||||
|
||||
// ScrollIntoView does not handle non-loaded items appropriately, delay scroll until the item finishes loading.
|
||||
// see: https://github.com/ppy/osu-framework/issues/5158
|
||||
if (!drawableItem.IsLoaded)
|
||||
drawableItem.OnLoadComplete += _ => ScrollContainer.ScrollIntoView(drawableItem);
|
||||
else
|
||||
ScrollContainer.ScrollIntoView(drawableItem);
|
||||
}
|
||||
|
||||
#region Key selection logic (shared with BeatmapCarousel and RoomsContainer)
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
{
|
||||
switch (e.Action)
|
||||
{
|
||||
case GlobalAction.SelectNext:
|
||||
selectNext(1);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectPrevious:
|
||||
selectNext(-1);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
||||
{
|
||||
}
|
||||
|
||||
private void selectNext(int direction)
|
||||
{
|
||||
if (!AllowSelection)
|
||||
return;
|
||||
|
||||
var visibleItems = ListContainer.AsEnumerable().Where(r => r.IsPresent);
|
||||
|
||||
PlaylistItem item;
|
||||
|
||||
if (SelectedItem.Value == null)
|
||||
item = visibleItems.FirstOrDefault()?.Model;
|
||||
else
|
||||
{
|
||||
if (direction < 0)
|
||||
visibleItems = visibleItems.Reverse();
|
||||
|
||||
item = visibleItems.SkipWhile(r => r.Model != SelectedItem.Value).Skip(1).FirstOrDefault()?.Model;
|
||||
}
|
||||
|
||||
// we already have a valid selection only change selection if we still have a room to switch to.
|
||||
if (item != null)
|
||||
SelectedItem.Value = item;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
@ -139,7 +139,7 @@ namespace osu.Game.Screens.OnlinePlay.Lounge.Components
|
||||
return base.OnClick(e);
|
||||
}
|
||||
|
||||
#region Key selection logic (shared with BeatmapCarousel)
|
||||
#region Key selection logic (shared with BeatmapCarousel and DrawableRoomPlaylist)
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
{
|
||||
|
@ -604,34 +604,20 @@ namespace osu.Game.Screens.Select
|
||||
public void ScrollToSelected(bool immediate = false) =>
|
||||
pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
|
||||
|
||||
#region Key / button selection logic
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
switch (e.Key)
|
||||
{
|
||||
case Key.Left:
|
||||
SelectNext(-1);
|
||||
return true;
|
||||
|
||||
case Key.Right:
|
||||
SelectNext();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
#region Button selection logic
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
{
|
||||
switch (e.Action)
|
||||
{
|
||||
case GlobalAction.SelectNext:
|
||||
SelectNext(1, false);
|
||||
case GlobalAction.SelectNextGroup:
|
||||
SelectNext(1, e.Action == GlobalAction.SelectNextGroup);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectPrevious:
|
||||
SelectNext(-1, false);
|
||||
case GlobalAction.SelectPreviousGroup:
|
||||
SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -14,7 +14,6 @@ using osu.Game.Screens.Edit.Compose;
|
||||
|
||||
namespace osu.Game.Tests.Visual
|
||||
{
|
||||
[Cached(Type = typeof(IPlacementHandler))]
|
||||
public abstract class PlacementBlueprintTestScene : OsuManualInputManagerTestScene, IPlacementHandler
|
||||
{
|
||||
protected readonly Container HitObjectContainer;
|
||||
|
Loading…
x
Reference in New Issue
Block a user