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Restructure everything to fix free mod overlay issue
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7b7b8c1892
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@ -179,7 +179,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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}
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[Test]
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public void TestClassicKeyboardSelection()
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public void TestClassicKeyboardExclusiveSelection()
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{
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AddStep("set classic hotkey mode", () => configManager.SetValue(OsuSetting.ModSelectHotkeyStyle, ModSelectHotkeyStyle.Classic));
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@ -188,7 +188,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(30),
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Child = column = new ModColumn(ModType.DifficultyIncrease, true)
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Child = column = new ModColumn(ModType.DifficultyIncrease, false)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -228,6 +228,53 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("no change", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Active.Value).Mod.Acronym == "NC");
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}
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[Test]
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public void TestClassicKeyboardIncompatibleSelection()
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{
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AddStep("set classic hotkey mode", () => configManager.SetValue(OsuSetting.ModSelectHotkeyStyle, ModSelectHotkeyStyle.Classic));
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ModColumn column = null!;
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AddStep("create content", () => Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(30),
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Child = column = new ModColumn(ModType.DifficultyIncrease, true)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AvailableMods = getExampleModsFor(ModType.DifficultyIncrease)
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}
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});
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AddUntilStep("wait for panel load", () => column.IsLoaded && column.ItemsLoaded);
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AddStep("press A", () => InputManager.Key(Key.A));
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AddAssert("HR panel selected", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "HR").Active.Value);
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AddStep("press A again", () => InputManager.Key(Key.A));
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AddAssert("HR panel deselected", () => !this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "HR").Active.Value);
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AddStep("press D", () => InputManager.Key(Key.D));
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AddAssert("DT panel selected", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "DT").Active.Value);
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AddAssert("NC panel selected", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "NC").Active.Value);
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AddStep("press D again", () => InputManager.Key(Key.D));
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AddAssert("DT panel deselected", () => !this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "DT").Active.Value);
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AddAssert("NC panel deselected", () => !this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "NC").Active.Value);
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AddStep("press Shift-D", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.D);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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AddAssert("DT panel selected", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "DT").Active.Value);
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AddAssert("NC panel selected", () => this.ChildrenOfType<ModPanel>().Single(panel => panel.Mod.Acronym == "NC").Active.Value);
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AddStep("press J", () => InputManager.Key(Key.J));
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AddAssert("no change", () => this.ChildrenOfType<ModPanel>().Count(panel => panel.Active.Value) == 2);
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}
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private void setFilter(Func<Mod, bool>? filter)
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{
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foreach (var modState in this.ChildrenOfType<ModColumn>().Single().AvailableMods)
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@ -238,8 +285,8 @@ namespace osu.Game.Tests.Visual.UserInterface
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{
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public new bool SelectionAnimationRunning => base.SelectionAnimationRunning;
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public TestModColumn(ModType modType, bool allowBulkSelection)
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: base(modType, allowBulkSelection)
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public TestModColumn(ModType modType, bool allowIncompatibleSelection)
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: base(modType, allowIncompatibleSelection)
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{
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}
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}
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@ -30,6 +30,13 @@ namespace osu.Game.Overlays.Mods.Input
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[Key.V] = new[] { typeof(ModAutoplay), typeof(ModCinema) }
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};
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private readonly bool allowIncompatibleSelection;
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public ClassicModHotkeyHandler(bool allowIncompatibleSelection)
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{
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this.allowIncompatibleSelection = allowIncompatibleSelection;
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}
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public bool HandleHotkeyPressed(KeyDownEvent e, IEnumerable<ModState> availableMods)
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{
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if (!mod_type_lookup.TryGetValue(e.Key, out var typesToMatch))
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@ -46,8 +53,19 @@ namespace osu.Game.Overlays.Mods.Input
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return true;
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}
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// we're assuming that only one mod from the group can be active at a time.
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// this is mostly ensured by `IncompatibleMods` definitions, but let's make sure just in case.
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if (allowIncompatibleSelection)
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{
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// easier path - multiple incompatible mods can be active at a time.
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// this is used in the free mod select overlay.
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// in this case, just toggle everything.
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bool anyActive = matchingMods.Any(mod => mod.Active.Value);
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foreach (var mod in matchingMods)
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mod.Active.Value = !anyActive;
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return true;
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}
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// we now know there are multiple possible mods to handle, and only one of them can be active at a time.
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// let's make sure of this just in case.
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Debug.Assert(matchingMods.Count(modState => modState.Active.Value) <= 1);
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int currentSelectedIndex = Array.FindIndex(matchingMods, modState => modState.Active.Value);
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@ -1,32 +0,0 @@
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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 osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays.Mods.Input
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{
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/// <summary>
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/// Static factory class for <see cref="IModHotkeyHandler"/>s.
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/// </summary>
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public static class ModHotkeyHandler
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{
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/// <summary>
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/// Creates an appropriate <see cref="IModHotkeyHandler"/> for the given <paramref name="modType"/>.
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/// </summary>
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public static IModHotkeyHandler Create(ModType modType, ModSelectHotkeyStyle style)
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{
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switch (modType)
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{
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case ModType.DifficultyReduction:
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case ModType.DifficultyIncrease:
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case ModType.Automation:
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return style == ModSelectHotkeyStyle.Sequential
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? (IModHotkeyHandler)SequentialModHotkeyHandler.Create(modType)
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: new ClassicModHotkeyHandler();
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default:
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return new NoopModHotkeyHandler();
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}
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}
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}
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}
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@ -71,8 +71,7 @@ namespace osu.Game.Overlays.Mods
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protected virtual ModPanel CreateModPanel(ModState mod) => new ModPanel(mod);
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private Bindable<ModSelectHotkeyStyle> hotkeyStyle = null!;
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private IModHotkeyHandler hotkeyHandler = null!;
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private readonly bool allowIncompatibleSelection;
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private readonly TextFlowContainer headerText;
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private readonly Box headerBackground;
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@ -83,14 +82,18 @@ namespace osu.Game.Overlays.Mods
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private Colour4 accentColour;
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private Bindable<ModSelectHotkeyStyle> hotkeyStyle = null!;
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private IModHotkeyHandler hotkeyHandler = null!;
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private Task? latestLoadTask;
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internal bool ItemsLoaded => latestLoadTask == null;
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private const float header_height = 42;
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public ModColumn(ModType modType, bool allowBulkSelection)
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public ModColumn(ModType modType, bool allowIncompatibleSelection)
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{
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ModType = modType;
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this.allowIncompatibleSelection = allowIncompatibleSelection;
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Width = 320;
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RelativeSizeAxes = Axes.Y;
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@ -198,7 +201,7 @@ namespace osu.Game.Overlays.Mods
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createHeaderText();
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if (allowBulkSelection)
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if (allowIncompatibleSelection)
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{
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controlContainer.Height = 35;
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controlContainer.Add(toggleAllCheckbox = new ToggleAllCheckbox(this)
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@ -253,7 +256,7 @@ namespace osu.Game.Overlays.Mods
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base.LoadComplete();
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toggleAllCheckbox?.Current.BindValueChanged(_ => updateToggleAllText(), true);
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hotkeyStyle.BindValueChanged(val => hotkeyHandler = ModHotkeyHandler.Create(ModType, val.NewValue), true);
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hotkeyStyle.BindValueChanged(val => hotkeyHandler = CreateHotkeyHandler(val.NewValue), true);
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asyncLoadPanels();
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}
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@ -427,6 +430,26 @@ namespace osu.Game.Overlays.Mods
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#region Keyboard selection support
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/// <summary>
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/// Creates an appropriate <see cref="IModHotkeyHandler"/> for this column's <see cref="ModType"/> and
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/// the supplied <paramref name="hotkeyStyle"/>.
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/// </summary>
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protected virtual IModHotkeyHandler CreateHotkeyHandler(ModSelectHotkeyStyle hotkeyStyle)
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{
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switch (ModType)
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{
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case ModType.DifficultyReduction:
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case ModType.DifficultyIncrease:
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case ModType.Automation:
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return hotkeyStyle == ModSelectHotkeyStyle.Sequential
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? (IModHotkeyHandler)SequentialModHotkeyHandler.Create(ModType)
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: new ClassicModHotkeyHandler(allowIncompatibleSelection);
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default:
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return new NoopModHotkeyHandler();
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}
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.ControlPressed || e.AltPressed || e.SuperPressed || e.Repeat)
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@ -40,8 +40,8 @@ namespace osu.Game.Overlays.Mods
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private class UserModColumn : ModColumn
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{
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public UserModColumn(ModType modType, bool allowBulkSelection)
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: base(modType, allowBulkSelection)
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public UserModColumn(ModType modType, bool allowIncompatibleSelection)
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: base(modType, allowIncompatibleSelection)
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{
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}
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