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Merge branch 'master' into beatmap-options-popover

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Dean Herbert 2023-09-06 15:16:34 +09:00 committed by GitHub
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21 changed files with 822 additions and 33 deletions

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@ -10,7 +10,7 @@
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2023.823.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2023.904.0" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.

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@ -0,0 +1,63 @@
// 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.Collections.Generic;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Replays;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests.Mods
{
public partial class TestSceneManiaModDoubleTime : ModTestScene
{
private const double offset = 18;
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
[Test]
public void TestHitWindowWithoutDoubleTime() => CreateModTest(new ModTestData
{
PassCondition = () => Player.ScoreProcessor.JudgedHits > 0 && Player.ScoreProcessor.Accuracy.Value != 1,
Autoplay = false,
Beatmap = new Beatmap
{
BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
Difficulty = { OverallDifficulty = 10 },
HitObjects = new List<HitObject>
{
new Note { StartTime = 1000 }
},
},
ReplayFrames = new List<ReplayFrame>
{
new ManiaReplayFrame(1000 + offset, ManiaAction.Key1)
}
});
[Test]
public void TestHitWindowWithDoubleTime() => CreateModTest(new ModTestData
{
Mod = new ManiaModDoubleTime(),
PassCondition = () => Player.ScoreProcessor.JudgedHits > 0 && Player.ScoreProcessor.Accuracy.Value == 1,
Autoplay = false,
Beatmap = new Beatmap
{
BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
Difficulty = { OverallDifficulty = 10 },
HitObjects = new List<HitObject>
{
new Note { StartTime = 1000 }
},
},
ReplayFrames = new List<ReplayFrame>
{
new ManiaReplayFrame(1000 + offset, ManiaAction.Key1)
}
});
}
}

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@ -0,0 +1,47 @@
// 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.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
/// <summary>
/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate.
/// </summary>
/// <remarks>
/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same.
/// </remarks>
public interface IManiaRateAdjustmentMod : IApplicableToDifficulty, IApplicableToHitObject
{
BindableNumber<double> SpeedChange { get; }
HitWindows HitWindows { get; set; }
void IApplicableToDifficulty.ApplyToDifficulty(BeatmapDifficulty difficulty)
{
HitWindows = new ManiaHitWindows(SpeedChange.Value);
HitWindows.SetDifficulty(difficulty.OverallDifficulty);
}
void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
{
switch (hitObject)
{
case Note:
hitObject.HitWindows = HitWindows;
break;
case HoldNote hold:
hold.Head.HitWindows = HitWindows;
hold.Tail.HitWindows = HitWindows;
break;
}
}
}
}

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@ -1,11 +1,14 @@
// 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.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModDaycore : ModDaycore
public class ManiaModDaycore : ModDaycore, IManiaRateAdjustmentMod
{
public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
}
}

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@ -1,11 +1,14 @@
// 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.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModDoubleTime : ModDoubleTime
public class ManiaModDoubleTime : ModDoubleTime, IManiaRateAdjustmentMod
{
public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
}
}

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@ -1,11 +1,14 @@
// 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.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModHalfTime : ModHalfTime
public class ManiaModHalfTime : ModHalfTime, IManiaRateAdjustmentMod
{
public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
}
}

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@ -2,11 +2,14 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModNightcore : ModNightcore<ManiaHitObject>
public class ManiaModNightcore : ModNightcore<ManiaHitObject>, IManiaRateAdjustmentMod
{
public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
}
}

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@ -1,12 +1,25 @@
// 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.Linq;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Scoring
{
public class ManiaHitWindows : HitWindows
{
private readonly double multiplier;
public ManiaHitWindows()
: this(1)
{
}
public ManiaHitWindows(double multiplier)
{
this.multiplier = multiplier;
}
public override bool IsHitResultAllowed(HitResult result)
{
switch (result)
@ -22,5 +35,12 @@ namespace osu.Game.Rulesets.Mania.Scoring
return false;
}
protected override DifficultyRange[] GetRanges() => base.GetRanges().Select(r =>
new DifficultyRange(
r.Result,
r.Min * multiplier,
r.Average * multiplier,
r.Max * multiplier)).ToArray();
}
}

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@ -142,6 +142,7 @@ namespace osu.Game.Rulesets.Osu.Tests
drawableHitCircle.Scale = new Vector2(2f);
LoadComponent(drawableHitCircle);
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObject>())
mod.ApplyToDrawableHitObject(drawableHitCircle);

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@ -505,6 +505,56 @@ namespace osu.Game.Rulesets.Osu.Tests
addClickActionAssert(0, ClickAction.Shake);
}
[Test]
public void TestInputDoesNotFallThroughOverlappingSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1250;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new Slider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
@ -523,6 +573,12 @@ namespace osu.Game.Rulesets.Osu.Tests
() => judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addJudgementOffsetAssert(string name, Func<OsuHitObject?> hitObject, double offset)
{
AddAssert($"{name} @ judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addClickActionAssert(int inputIndex, ClickAction action)
=> AddAssert($"input #{inputIndex} resulted in {action}", () => testPolicy.ClickActions[inputIndex], () => Is.EqualTo(action));

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@ -336,6 +336,52 @@ namespace osu.Game.Rulesets.Osu.Tests
addJudgementAssert(hitObjects[1], HitResult.IgnoreHit);
}
[Test]
public void TestInputFallsThroughJudgedSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1250;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new TestSlider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new TestSlider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
});
addJudgementAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, HitResult.Great);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.Great);
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, -200);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
@ -354,6 +400,12 @@ namespace osu.Game.Rulesets.Osu.Tests
() => Precision.AlmostEquals(judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, offset, 100));
}
private void addJudgementOffsetAssert(string name, Func<OsuHitObject> hitObject, double offset)
{
AddAssert($"{name} @ judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private ScoreAccessibleReplayPlayer currentPlayer;
private List<JudgementResult> judgementResults;

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@ -74,6 +74,10 @@ namespace osu.Game.Rulesets.Osu.Mods
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(head);
break;
case DrawableSliderTail tail:
@ -83,10 +87,29 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(circle);
break;
}
}
/// <summary>
/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
{
var oldHitAction = circle.HitArea.Hit;
circle.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return true;
};
}
private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>

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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction = e.Action;
HitAction ??= e.Action;
return true;
}

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@ -0,0 +1,219 @@
// 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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Select;
using osuTK;
namespace osu.Game.Tests.Visual.SongSelect
{
[TestFixture]
public partial class TestSceneBeatmapInfoWedgeV2 : OsuTestScene
{
private RulesetStore rulesets = null!;
private TestBeatmapInfoWedgeV2 infoWedge = null!;
private readonly List<IBeatmap> beatmaps = new List<IBeatmap>();
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;
}
protected override void LoadComplete()
{
base.LoadComplete();
AddRange(new Drawable[]
{
// This exists only to make the wedge more visible in the test scene
new Box
{
Y = -20,
Colour = Colour4.Cornsilk.Darken(0.2f),
Height = BeatmapInfoWedgeV2.WEDGE_HEIGHT + 40,
Width = 0.65f,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20, Left = -10 }
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 20 },
Child = infoWedge = new TestBeatmapInfoWedgeV2
{
Width = 0.6f,
RelativeSizeAxes = Axes.X,
},
}
});
AddSliderStep("change star difficulty", 0, 11.9, 5.55, v =>
{
foreach (var hasCurrentValue in infoWedge.ChildrenOfType<IHasCurrentValue<StarDifficulty>>())
hasCurrentValue.Current.Value = new StarDifficulty(v, 0);
});
}
[Test]
public void TestRulesetChange()
{
selectBeatmap(Beatmap.Value.Beatmap);
AddWaitStep("wait for select", 3);
foreach (var rulesetInfo in rulesets.AvailableRulesets)
{
var instance = rulesetInfo.CreateInstance();
var testBeatmap = createTestBeatmap(rulesetInfo);
beatmaps.Add(testBeatmap);
setRuleset(rulesetInfo);
selectBeatmap(testBeatmap);
testBeatmapLabels(instance);
}
}
[Test]
public void TestWedgeVisibility()
{
AddStep("hide", () => { infoWedge.Hide(); });
AddWaitStep("wait for hide", 3);
AddAssert("check visibility", () => infoWedge.Alpha == 0);
AddStep("show", () => { infoWedge.Show(); });
AddWaitStep("wait for show", 1);
AddAssert("check visibility", () => infoWedge.Alpha > 0);
}
private void testBeatmapLabels(Ruleset ruleset)
{
AddAssert("check title", () => infoWedge.Info!.TitleLabel.Current.Value == $"{ruleset.ShortName}Title");
AddAssert("check artist", () => infoWedge.Info!.ArtistLabel.Current.Value == $"{ruleset.ShortName}Artist");
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("reset mods", () => SelectedMods.SetDefault());
}
[Test]
public void TestTruncation()
{
selectBeatmap(createLongMetadata());
}
[Test]
public void TestNullBeatmapWithBackground()
{
selectBeatmap(null);
AddAssert("check default title", () => infoWedge.Info!.TitleLabel.Current.Value == Beatmap.Default.BeatmapInfo.Metadata.Title);
AddAssert("check default artist", () => infoWedge.Info!.ArtistLabel.Current.Value == Beatmap.Default.BeatmapInfo.Metadata.Artist);
AddAssert("check no info labels", () => !infoWedge.Info.ChildrenOfType<BeatmapInfoWedge.WedgeInfoText.InfoLabel>().Any());
}
private void setRuleset(RulesetInfo rulesetInfo)
{
Container? containerBefore = null;
AddStep("set ruleset", () =>
{
// wedge content is only refreshed if the ruleset changes, so only wait for load in that case.
if (!rulesetInfo.Equals(Ruleset.Value))
containerBefore = infoWedge.DisplayedContent;
Ruleset.Value = rulesetInfo;
});
AddUntilStep("wait for async load", () => infoWedge.DisplayedContent != containerBefore);
}
private void selectBeatmap(IBeatmap? b)
{
Container? containerBefore = null;
AddStep($"select {b?.Metadata.Title ?? "null"} beatmap", () =>
{
containerBefore = infoWedge.DisplayedContent;
infoWedge.Beatmap = Beatmap.Value = b == null ? Beatmap.Default : CreateWorkingBeatmap(b);
infoWedge.Show();
});
AddUntilStep("wait for async load", () => infoWedge.DisplayedContent != containerBefore);
}
private IBeatmap createTestBeatmap(RulesetInfo ruleset)
{
List<HitObject> objects = new List<HitObject>();
for (double i = 0; i < 50000; i += 1000)
objects.Add(new TestHitObject { StartTime = i });
return new Beatmap
{
BeatmapInfo = new BeatmapInfo
{
Metadata = new BeatmapMetadata
{
Author = { Username = $"{ruleset.ShortName}Author" },
Artist = $"{ruleset.ShortName}Artist",
Source = $"{ruleset.ShortName}Source",
Title = $"{ruleset.ShortName}Title"
},
Ruleset = ruleset,
StarRating = 6,
DifficultyName = $"{ruleset.ShortName}Version",
Difficulty = new BeatmapDifficulty()
},
HitObjects = objects
};
}
private IBeatmap createLongMetadata()
{
return new Beatmap
{
BeatmapInfo = new BeatmapInfo
{
Metadata = new BeatmapMetadata
{
Author = { Username = "WWWWWWWWWWWWWWW" },
Artist = "Verrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrry long Artist",
Source = "Verrrrry long Source",
Title = "Verrrrry long Title"
},
DifficultyName = "Verrrrrrrrrrrrrrrrrrrrrrrrrrrrry long Version",
Status = BeatmapOnlineStatus.Graveyard,
},
};
}
private partial class TestBeatmapInfoWedgeV2 : BeatmapInfoWedgeV2
{
public new Container? DisplayedContent => base.DisplayedContent;
public new WedgeInfoText? Info => base.Info;
}
private class TestHitObject : ConvertHitObject, IHasPosition
{
public float X => 0;
public float Y => 0;
public Vector2 Position { get; } = Vector2.Zero;
}
}
}

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@ -30,6 +30,11 @@ namespace osu.Game.Graphics.UserInterface
private const float star_spacing = 4;
public virtual FillDirection Direction
{
set => stars.Direction = value;
}
private float current;
/// <summary>
@ -64,7 +69,6 @@ namespace osu.Game.Graphics.UserInterface
stars = new FillFlowContainer<Star>
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(star_spacing),
ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(_ => CreateStar())
}

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@ -10,9 +10,9 @@ namespace osu.Game.Online
WebsiteRootUrl = APIEndpointUrl = @"https://dev.ppy.sh";
APIClientSecret = @"3LP2mhUrV89xxzD1YKNndXHEhWWCRLPNKioZ9ymT";
APIClientID = "5";
SpectatorEndpointUrl = $"{APIEndpointUrl}/spectator";
MultiplayerEndpointUrl = $"{APIEndpointUrl}/multiplayer";
MetadataEndpointUrl = $"{APIEndpointUrl}/metadata";
SpectatorEndpointUrl = $@"{APIEndpointUrl}/signalr/spectator";
MultiplayerEndpointUrl = $@"{APIEndpointUrl}/signalr/multiplayer";
MetadataEndpointUrl = $@"{APIEndpointUrl}/signalr/metadata";
}
}
}

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@ -309,7 +309,7 @@ namespace osu.Game.Overlays.SkinEditor
if (parent == null)
return drawable.Anchor;
var screenPosition = getScreenPosition();
var screenPosition = drawable.ToScreenSpace(drawable.OriginPosition);
var absolutePosition = parent.ToLocalSpace(screenPosition);
var factor = parent.RelativeToAbsoluteFactor;
@ -331,26 +331,6 @@ namespace osu.Game.Overlays.SkinEditor
result |= getAnchorFromPosition(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2);
return result;
Vector2 getScreenPosition()
{
var quad = drawable.ScreenSpaceDrawQuad;
var origin = drawable.Origin;
var pos = quad.TopLeft;
if (origin.HasFlagFast(Anchor.x2))
pos.X += quad.Width;
else if (origin.HasFlagFast(Anchor.x1))
pos.X += quad.Width / 2f;
if (origin.HasFlagFast(Anchor.y2))
pos.Y += quad.Height;
else if (origin.HasFlagFast(Anchor.y1))
pos.Y += quad.Height / 2f;
return pos;
}
}
private static void applyAnchor(Drawable drawable, Anchor anchor)

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@ -177,6 +177,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
AddHeader("Final velocity");
AddValue($"{beatmapVelocity * current.Value:#,0.00}x");
if (sliderVelocities.Length == 0)
{
return;
}
if (sliderVelocities.First() != sliderVelocities.Last())
{
AddHeader("Beatmap velocity range");

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@ -0,0 +1,307 @@
// 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.Threading;
using osuTK;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets;
namespace osu.Game.Screens.Select
{
public partial class BeatmapInfoWedgeV2 : VisibilityContainer
{
public const float WEDGE_HEIGHT = 120;
private const float shear_width = 21;
private const float transition_duration = 250;
private const float corner_radius = 10;
private const float colour_bar_width = 30;
/// Todo: move this const out to song select when more new design elements are implemented for the beatmap details area, since it applies to text alignment of various elements
private const float text_margin = 62;
private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / WEDGE_HEIGHT, 0);
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
protected Container? DisplayedContent { get; private set; }
protected WedgeInfoText? Info { get; private set; }
private Container difficultyColourBar = null!;
private StarCounter starCounter = null!;
private StarRatingDisplay starRatingDisplay = null!;
private BeatmapSetOnlineStatusPill statusPill = null!;
private Container content = null!;
private IBindable<StarDifficulty?>? starDifficulty;
private CancellationTokenSource? cancellationSource;
public BeatmapInfoWedgeV2()
{
Height = WEDGE_HEIGHT;
Shear = wedged_container_shear;
Masking = true;
Margin = new MarginPadding { Left = -corner_radius };
EdgeEffect = new EdgeEffectParameters
{
Colour = Colour4.Black.Opacity(0.2f),
Type = EdgeEffectType.Shadow,
Radius = 3,
};
CornerRadius = corner_radius;
}
[BackgroundDependencyLoader]
private void load()
{
Child = content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
// These elements can't be grouped with the rest of the content, due to being present either outside or under the backgrounds area
difficultyColourBar = new Container
{
Colour = Colour4.Transparent,
Depth = float.MaxValue,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.Y,
// By limiting the width we avoid this box showing up as an outline around the drawables that are on top of it.
Width = colour_bar_width + corner_radius,
Child = new Box { RelativeSizeAxes = Axes.Both }
},
new Container
{
// Applying the shear to this container and nesting the starCounter inside avoids
// the deformation that occurs if the shear is applied to the starCounter whilst rotated
Shear = -wedged_container_shear,
X = -colour_bar_width / 2,
Anchor = Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Width = colour_bar_width,
Child = starCounter = new StarCounter
{
Rotation = (float)(Math.Atan(shear_width / WEDGE_HEIGHT) * (180 / Math.PI)),
Colour = Colour4.Transparent,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(0.35f),
Direction = FillDirection.Vertical
}
},
new FillFlowContainer
{
Name = "Topright-aligned metadata",
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Direction = FillDirection.Vertical,
Padding = new MarginPadding { Top = 3, Right = colour_bar_width + 8 },
AutoSizeAxes = Axes.Both,
Spacing = new Vector2(0, 5),
Depth = float.MinValue,
Children = new Drawable[]
{
starRatingDisplay = new StarRatingDisplay(default, animated: true)
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Shear = -wedged_container_shear,
Alpha = 0,
},
statusPill = new BeatmapSetOnlineStatusPill
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Shear = -wedged_container_shear,
TextSize = 11,
TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
Alpha = 0,
}
}
},
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
ruleset.BindValueChanged(_ => updateDisplay());
starRatingDisplay.Current.BindValueChanged(s =>
{
// use actual stars as star counter has its own animation
starCounter.Current = (float)s.NewValue.Stars;
}, true);
starRatingDisplay.DisplayedStars.BindValueChanged(s =>
{
// sync color with star rating display
starCounter.Colour = s.NewValue >= 6.5 ? colours.Orange1 : Colour4.Black.Opacity(0.75f);
difficultyColourBar.FadeColour(colours.ForStarDifficulty(s.NewValue));
}, true);
}
private const double animation_duration = 600;
protected override void PopIn()
{
this.MoveToX(0, animation_duration, Easing.OutQuint);
this.FadeIn(200, Easing.In);
}
protected override void PopOut()
{
this.MoveToX(-150, animation_duration, Easing.OutQuint);
this.FadeOut(200, Easing.OutQuint);
}
private WorkingBeatmap beatmap = null!;
public WorkingBeatmap Beatmap
{
get => beatmap;
set
{
if (beatmap == value) return;
beatmap = value;
updateDisplay();
}
}
private Container? loadingInfo;
private void updateDisplay()
{
statusPill.Status = beatmap.BeatmapInfo.Status;
starDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo, (cancellationSource = new CancellationTokenSource()).Token);
starDifficulty.BindValueChanged(s =>
{
starRatingDisplay.Current.Value = s.NewValue ?? default;
starRatingDisplay.FadeIn(transition_duration);
});
Scheduler.AddOnce(() =>
{
LoadComponentAsync(loadingInfo = new Container
{
Padding = new MarginPadding { Right = colour_bar_width },
RelativeSizeAxes = Axes.Both,
Depth = DisplayedContent?.Depth + 1 ?? 0,
Child = new Container
{
Masking = true,
CornerRadius = corner_radius,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
// TODO: New wedge design uses a coloured horizontal gradient for its background, however this lacks implementation information in the figma draft.
// pending https://www.figma.com/file/DXKwqZhD5yyb1igc3mKo1P?node-id=2980:3361#340801912 being answered.
new BeatmapInfoWedgeBackground(beatmap) { Shear = -Shear },
Info = new WedgeInfoText(beatmap) { Shear = -Shear }
}
}
}, d =>
{
// Ensure we are the most recent loaded wedge.
if (d != loadingInfo) return;
removeOldInfo();
content.Add(DisplayedContent = d);
});
});
void removeOldInfo()
{
DisplayedContent?.FadeOut(transition_duration);
DisplayedContent?.Expire();
DisplayedContent = null;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
cancellationSource?.Cancel();
}
public partial class WedgeInfoText : Container
{
public OsuSpriteText TitleLabel { get; private set; } = null!;
public OsuSpriteText ArtistLabel { get; private set; } = null!;
private readonly WorkingBeatmap working;
public WedgeInfoText(WorkingBeatmap working)
{
this.working = working;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
var metadata = working.Metadata;
Child = new FillFlowContainer
{
Name = "Top-left aligned metadata",
Direction = FillDirection.Vertical,
Padding = new MarginPadding { Left = text_margin, Right = text_margin + shear_width, Top = 12 },
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Children = new Drawable[]
{
TitleLabel = new TruncatingSpriteText
{
Shadow = true,
Text = new RomanisableString(metadata.TitleUnicode, metadata.Title),
Font = OsuFont.TorusAlternate.With(size: 40, weight: FontWeight.SemiBold),
RelativeSizeAxes = Axes.X,
},
ArtistLabel = new TruncatingSpriteText
{
// TODO : figma design has a diffused shadow, instead of the solid one present here, not possible currently as far as i'm aware.
Shadow = true,
Text = new RomanisableString(metadata.ArtistUnicode, metadata.Artist),
// Not sure if this should be semi bold or medium
Font = OsuFont.Torus.With(size: 20, weight: FontWeight.SemiBold),
RelativeSizeAxes = Axes.X,
}
}
};
}
}
}
}

View File

@ -36,7 +36,7 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Realm" Version="11.1.2" />
<PackageReference Include="ppy.osu.Framework" Version="2023.823.0" />
<PackageReference Include="ppy.osu.Framework" Version="2023.904.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2023.822.0" />
<PackageReference Include="Sentry" Version="3.28.1" />
<PackageReference Include="SharpCompress" Version="0.32.2" />

View File

@ -23,6 +23,6 @@
<RuntimeIdentifier>iossimulator-x64</RuntimeIdentifier>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.iOS" Version="2023.823.0" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2023.904.0" />
</ItemGroup>
</Project>