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Merge branch 'master' into dashboard-overlay-new
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commit
cf41b90193
@ -359,6 +359,68 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
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}
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[Test]
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public void TestPresentNewRulesetNewBeatmap()
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{
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createSongSelect();
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changeRuleset(2);
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addRulesetImportStep(2);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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BeatmapInfo target = null;
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AddStep("select beatmap/ruleset externally", () =>
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{
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target = manager.GetAllUsableBeatmapSets()
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.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
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Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
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Beatmap.Value = manager.GetWorkingBeatmap(target);
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});
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
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}
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[Test]
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public void TestPresentNewBeatmapNewRuleset()
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{
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createSongSelect();
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changeRuleset(2);
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addRulesetImportStep(2);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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BeatmapInfo target = null;
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AddStep("select beatmap/ruleset externally", () =>
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{
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target = manager.GetAllUsableBeatmapSets()
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.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
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Beatmap.Value = manager.GetWorkingBeatmap(target);
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Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
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});
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0);
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
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}
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[Test]
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public void TestRulesetChangeResetsMods()
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{
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@ -426,7 +426,7 @@ namespace osu.Game.Screens.Select
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}
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/// <summary>
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/// selection has been changed as the result of a user interaction.
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/// Selection has been changed as the result of a user interaction.
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/// </summary>
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private void performUpdateSelected()
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{
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@ -435,7 +435,7 @@ namespace osu.Game.Screens.Select
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selectionChangedDebounce?.Cancel();
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if (beatmap == null)
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if (beatmapNoDebounce == null)
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run();
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else
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selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
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@ -448,9 +448,11 @@ namespace osu.Game.Screens.Select
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{
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Mods.Value = Array.Empty<Mod>();
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// required to return once in order to have the carousel in a good state.
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// if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset.
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return;
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// transferRulesetValue() may trigger a refilter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
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beatmap = null;
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}
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// We may be arriving here due to another component changing the bindable Beatmap.
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@ -714,7 +716,7 @@ namespace osu.Game.Screens.Select
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if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
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return false;
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Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\"");
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Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")");
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rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
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// if we have a pending filter operation, we want to run it now.
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