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Merge branch 'master' into path-control-point-bindable-removal

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Dan Balasescu 2021-08-27 09:37:37 +09:00 committed by GitHub
commit a28bc9f6b2
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8 changed files with 174 additions and 40 deletions

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@ -0,0 +1,64 @@
// 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 System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests.Editor
{
public class TestSceneManiaComposeScreen : EditorClockTestScene
{
[Resolved]
private SkinManager skins { get; set; }
[SetUpSteps]
public void SetUpSteps()
{
AddStep("setup compose screen", () =>
{
var editorBeatmap = new EditorBeatmap(new ManiaBeatmap(new StageDefinition { Columns = 4 }))
{
BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
};
Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
Child = new DependencyProvidingContainer
{
RelativeSizeAxes = Axes.Both,
CachedDependencies = new (Type, object)[]
{
(typeof(EditorBeatmap), editorBeatmap),
(typeof(IBeatSnapProvider), editorBeatmap),
},
Child = new ComposeScreen { State = { Value = Visibility.Visible } },
};
});
AddUntilStep("wait for composer", () => this.ChildrenOfType<HitObjectComposer>().SingleOrDefault()?.IsLoaded == true);
}
[Test]
public void TestDefaultSkin()
{
AddStep("set default skin", () => skins.CurrentSkinInfo.Value = SkinInfo.Default);
}
[Test]
public void TestLegacySkin()
{
AddStep("set legacy skin", () => skins.CurrentSkinInfo.Value = DefaultLegacySkin.Info);
}
}
}

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@ -4,6 +4,7 @@
#nullable enable #nullable enable
using System; using System;
using System.Diagnostics;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics.Performance; using osu.Framework.Graphics.Performance;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
@ -20,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
{ {
Start = start; Start = start;
LifetimeStart = Start.StartTime; LifetimeStart = Start.StartTime;
bindEvents();
} }
private OsuHitObject? end; private OsuHitObject? end;
@ -41,31 +40,39 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
} }
} }
private bool wasBound;
private void bindEvents() private void bindEvents()
{ {
UnbindEvents(); UnbindEvents();
if (End == null)
return;
// Note: Positions are bound for instantaneous feedback from positional changes from the editor, before ApplyDefaults() is called on hitobjects. // Note: Positions are bound for instantaneous feedback from positional changes from the editor, before ApplyDefaults() is called on hitobjects.
Start.DefaultsApplied += onDefaultsApplied; Start.DefaultsApplied += onDefaultsApplied;
Start.PositionBindable.ValueChanged += onPositionChanged; Start.PositionBindable.ValueChanged += onPositionChanged;
if (End != null) End.DefaultsApplied += onDefaultsApplied;
{ End.PositionBindable.ValueChanged += onPositionChanged;
End.DefaultsApplied += onDefaultsApplied;
End.PositionBindable.ValueChanged += onPositionChanged; wasBound = true;
}
} }
public void UnbindEvents() public void UnbindEvents()
{ {
if (!wasBound)
return;
Debug.Assert(End != null);
Start.DefaultsApplied -= onDefaultsApplied; Start.DefaultsApplied -= onDefaultsApplied;
Start.PositionBindable.ValueChanged -= onPositionChanged; Start.PositionBindable.ValueChanged -= onPositionChanged;
if (End != null) End.DefaultsApplied -= onDefaultsApplied;
{ End.PositionBindable.ValueChanged -= onPositionChanged;
End.DefaultsApplied -= onDefaultsApplied;
End.PositionBindable.ValueChanged -= onPositionChanged; wasBound = false;
}
} }
private void onDefaultsApplied(HitObject obj) => refreshLifetimes(); private void onDefaultsApplied(HitObject obj) => refreshLifetimes();

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@ -42,9 +42,24 @@ namespace osu.Game.Input.Handlers
if (!(state is RulesetInputManagerInputState<T> inputState)) if (!(state is RulesetInputManagerInputState<T> inputState))
throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}"); throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
var lastPressed = inputState.LastReplayState?.PressedActions ?? new List<T>(); T[] released = Array.Empty<T>();
var released = lastPressed.Except(PressedActions).ToArray(); T[] pressed = Array.Empty<T>();
var pressed = PressedActions.Except(lastPressed).ToArray();
var lastPressed = inputState.LastReplayState?.PressedActions;
if (lastPressed == null || lastPressed.Count == 0)
{
pressed = PressedActions.ToArray();
}
else if (PressedActions.Count == 0)
{
released = lastPressed.ToArray();
}
else if (!lastPressed.SequenceEqual(PressedActions))
{
released = lastPressed.Except(PressedActions).ToArray();
pressed = PressedActions.Except(lastPressed).ToArray();
}
inputState.LastReplayState = this; inputState.LastReplayState = this;

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
@ -91,7 +92,7 @@ namespace osu.Game.Rulesets.Mods
{ {
// This is required as SettingsItem relies heavily on this bindable for internal use. // This is required as SettingsItem relies heavily on this bindable for internal use.
// The actual update flow is done via the bindable provided in the constructor. // The actual update flow is done via the bindable provided in the constructor.
private readonly BindableWithCurrent<float?> current = new BindableWithCurrent<float?>(); private readonly DifficultyBindableWithCurrent current = new DifficultyBindableWithCurrent();
public Bindable<float?> Current public Bindable<float?> Current
{ {
@ -114,5 +115,30 @@ namespace osu.Game.Rulesets.Mods
RelativeSizeAxes = Axes.X; RelativeSizeAxes = Axes.X;
} }
} }
private class DifficultyBindableWithCurrent : DifficultyBindable, IHasCurrentValue<float?>
{
private Bindable<float?> currentBound;
public Bindable<float?> Current
{
get => this;
set
{
if (value == null)
throw new ArgumentNullException(nameof(value));
if (currentBound != null) UnbindFrom(currentBound);
BindTo(currentBound = value);
}
}
public DifficultyBindableWithCurrent(float? defaultValue = default)
: base(defaultValue)
{
}
protected override Bindable<float?> CreateInstance() => new DifficultyBindableWithCurrent();
}
} }
} }

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@ -1,8 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.ComponentModel; using System.ComponentModel;
using System.Diagnostics; using System.Diagnostics;
using System.Linq;
using osu.Framework.Utils; using osu.Framework.Utils;
namespace osu.Game.Rulesets.Scoring namespace osu.Game.Rulesets.Scoring
@ -171,6 +173,11 @@ namespace osu.Game.Rulesets.Scoring
/// </summary> /// </summary>
public static bool IsScorable(this HitResult result) => result >= HitResult.Miss && result < HitResult.IgnoreMiss; public static bool IsScorable(this HitResult result) => result >= HitResult.Miss && result < HitResult.IgnoreMiss;
/// <summary>
/// An array of all scorable <see cref="HitResult"/>s.
/// </summary>
public static readonly HitResult[] SCORABLE_TYPES = ((HitResult[])Enum.GetValues(typeof(HitResult))).Where(r => r.IsScorable()).ToArray();
/// <summary> /// <summary>
/// Whether a <see cref="HitResult"/> is valid within a given <see cref="HitResult"/> range. /// Whether a <see cref="HitResult"/> is valid within a given <see cref="HitResult"/> range.
/// </summary> /// </summary>

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@ -339,7 +339,7 @@ namespace osu.Game.Rulesets.Scoring
score.Accuracy = Accuracy.Value; score.Accuracy = Accuracy.Value;
score.Rank = Rank.Value; score.Rank = Rank.Value;
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r.IsScorable())) foreach (var result in HitResultExtensions.SCORABLE_TYPES)
score.Statistics[result] = GetStatistic(result); score.Statistics[result] = GetStatistic(result);
score.HitEvents = hitEvents; score.HitEvents = hitEvents;

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@ -16,7 +16,7 @@ namespace osu.Game.Screens.Edit
private readonly EditorBeatmapSkin? beatmapSkin; private readonly EditorBeatmapSkin? beatmapSkin;
public EditorSkinProvidingContainer(EditorBeatmap editorBeatmap) public EditorSkinProvidingContainer(EditorBeatmap editorBeatmap)
: base(editorBeatmap.PlayableBeatmap.BeatmapInfo.Ruleset.CreateInstance(), editorBeatmap, editorBeatmap.BeatmapSkin) : base(editorBeatmap.PlayableBeatmap.BeatmapInfo.Ruleset.CreateInstance(), editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin)
{ {
beatmapSkin = editorBeatmap.BeatmapSkin; beatmapSkin = editorBeatmap.BeatmapSkin;
} }

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@ -12,7 +12,6 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Framework.Threading;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
@ -37,6 +36,8 @@ namespace osu.Game.Screens.Play
private FadeContainer fadeContainer; private FadeContainer fadeContainer;
private double displayTime; private double displayTime;
private bool isClickable;
[Resolved] [Resolved]
private GameplayClock gameplayClock { get; set; } private GameplayClock gameplayClock { get; set; }
@ -101,7 +102,7 @@ namespace osu.Game.Screens.Play
public override void Show() public override void Show()
{ {
base.Show(); base.Show();
fadeContainer.Show(); fadeContainer.TriggerShow();
} }
protected override void LoadComplete() protected override void LoadComplete()
@ -118,24 +119,27 @@ namespace osu.Game.Screens.Play
button.Action = () => RequestSkip?.Invoke(); button.Action = () => RequestSkip?.Invoke();
displayTime = gameplayClock.CurrentTime; displayTime = gameplayClock.CurrentTime;
fadeContainer.TriggerShow();
} }
protected override void Update() protected override void Update()
{ {
base.Update(); base.Update();
var progress = fadeOutBeginTime <= displayTime ? 1 : Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime)); double progress = fadeOutBeginTime <= displayTime ? 1 : Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime));
remainingTimeBox.Width = (float)Interpolation.Lerp(remainingTimeBox.Width, progress, Math.Clamp(Time.Elapsed / 40, 0, 1)); remainingTimeBox.Width = (float)Interpolation.Lerp(remainingTimeBox.Width, progress, Math.Clamp(Time.Elapsed / 40, 0, 1));
button.Enabled.Value = progress > 0; isClickable = progress > 0;
buttonContainer.State.Value = progress > 0 ? Visibility.Visible : Visibility.Hidden; button.Enabled.Value = isClickable;
buttonContainer.State.Value = isClickable ? Visibility.Visible : Visibility.Hidden;
} }
protected override bool OnMouseMove(MouseMoveEvent e) protected override bool OnMouseMove(MouseMoveEvent e)
{ {
if (!e.HasAnyButtonPressed) if (isClickable && !e.HasAnyButtonPressed)
fadeContainer.Show(); fadeContainer.TriggerShow();
return base.OnMouseMove(e); return base.OnMouseMove(e);
} }
@ -164,34 +168,45 @@ namespace osu.Game.Screens.Play
public event Action<Visibility> StateChanged; public event Action<Visibility> StateChanged;
private Visibility state; private Visibility state;
private ScheduledDelegate scheduledHide; private double? nextHideTime;
public override bool IsPresent => true; public override bool IsPresent => true;
public void TriggerShow()
{
Show();
if (!IsHovered && !IsDragged)
nextHideTime = Time.Current + 1000;
else
nextHideTime = null;
}
protected override void Update()
{
base.Update();
if (nextHideTime != null && nextHideTime <= Time.Current)
{
Hide();
nextHideTime = null;
}
}
public Visibility State public Visibility State
{ {
get => state; get => state;
set set
{ {
bool stateChanged = value != state; if (value == state)
return;
state = value; state = value;
scheduledHide?.Cancel();
switch (state) switch (state)
{ {
case Visibility.Visible: case Visibility.Visible:
// we may be triggered to become visible multiple times but we only want to transform once. this.FadeIn(500, Easing.OutExpo);
if (stateChanged)
this.FadeIn(500, Easing.OutExpo);
if (!IsHovered && !IsDragged)
{
using (BeginDelayedSequence(1000))
scheduledHide = Schedule(Hide);
}
break; break;
case Visibility.Hidden: case Visibility.Hidden:
@ -212,7 +227,7 @@ namespace osu.Game.Screens.Play
protected override bool OnMouseDown(MouseDownEvent e) protected override bool OnMouseDown(MouseDownEvent e)
{ {
Show(); Show();
scheduledHide?.Cancel(); nextHideTime = null;
return true; return true;
} }