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mirror of https://github.com/ppy/osu.git synced 2024-12-13 03:42:57 +08:00

Merge remote-tracking branch 'upstream/master' into peppy-net471

This commit is contained in:
Dean Herbert 2018-04-20 21:07:11 +09:00
commit e076107a19
18 changed files with 183 additions and 43 deletions

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@ -1,4 +1,3 @@
# 2017-09-14
clone_depth: 1
version: '{branch}-{build}'
image: Visual Studio 2017

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@ -1,4 +1,8 @@
# 2017-09-14
branches:
only:
- release
skip_tags: true
skip_branch_with_pr: true
clone_depth: 1
version: '{branch}-{build}'
image: Visual Studio 2017

@ -1 +1 @@
Subproject commit a5e5b64a9270df6704e7d78126e7b1541064f209
Subproject commit ac2b966644982a35ba96d315a7bb5367e0bedb99

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@ -7,6 +7,7 @@ using System.Configuration;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Management.Automation;
using Newtonsoft.Json;
using osu.Framework.IO.Network;
using FileWebRequest = osu.Framework.IO.Network.FileWebRequest;
@ -99,6 +100,7 @@ namespace osu.Desktop.Deploy
write("Updating AssemblyInfo...");
updateCsprojVersion(version);
updateAppveyorVersion(version);
write("Running build process...");
foreach (string targetName in TargetNames.Split(','))
@ -404,6 +406,25 @@ namespace osu.Desktop.Deploy
Console.WriteLine();
}
private static bool updateAppveyorVersion(string version)
{
try
{
using (PowerShell ps = PowerShell.Create())
{
ps.AddScript($"Update-AppveyorBuild -Version \"{version}\"");
ps.Invoke();
}
return true;
}
catch
{
// we don't have appveyor and don't care
}
return false;
}
private static void write(string message, ConsoleColor col = ConsoleColor.Gray)
{
if (sw.ElapsedMilliseconds > 0)

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@ -1,4 +1,4 @@
<Project Sdk="Microsoft.NET.Sdk">
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\osu.Game.props" />
<PropertyGroup Label="Project">
<TargetFrameworks>net471</TargetFrameworks>
@ -14,5 +14,6 @@
<PackageReference Include="NUnit" Version="3.10.1" />
<PackageReference Include="squirrel.windows" Version="1.7.8" Condition="'$(TargetFramework)' == 'net471'" />
<PackageReference Include="System.Configuration.ConfigurationManager" Version="4.4.0" />
<PackageReference Include="System.Management.Automation.dll" Version="10.0.10586" />
</ItemGroup>
</Project>

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@ -7,7 +7,6 @@ namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuEditPlayfield : OsuPlayfield
{
protected override bool ProxyApproachCircles => false;
protected override bool DisplayJudgements => false;
}
}

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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Children = new Drawable[]
Children = new[]
{
Background = new SpinnerBackground
{

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@ -21,9 +21,6 @@ namespace osu.Game.Rulesets.Osu.UI
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
private readonly ConnectionRenderer<OsuHitObject> connectionLayer;
// Todo: This should not be a thing, but is currently required for the editor
// https://github.com/ppy/osu-framework/issues/1283
protected virtual bool ProxyApproachCircles => true;
protected virtual bool DisplayJudgements => true;
public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
@ -59,7 +56,7 @@ namespace osu.Game.Rulesets.Osu.UI
h.OnJudgement += onJudgement;
var c = h as IDrawableHitObjectWithProxiedApproach;
if (c != null && ProxyApproachCircles)
if (c != null)
approachCircles.Add(c.ProxiedLayer.CreateProxy());
base.Add(h);

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@ -71,9 +71,9 @@ namespace osu.Game.Graphics.Containers
switch (linkType)
{
case LinkAction.OpenBeatmap:
// todo: replace this with overlay.ShowBeatmap(id) once an appropriate API call is implemented.
if (int.TryParse(linkArgument, out int beatmapId))
Process.Start($"https://osu.ppy.sh/b/{beatmapId}");
// TODO: proper query params handling
if (linkArgument != null && int.TryParse(linkArgument.Contains('?') ? linkArgument.Split('?')[0] : linkArgument, out int beatmapId))
game?.ShowBeatmap(beatmapId);
break;
case LinkAction.OpenBeatmapSet:
if (int.TryParse(linkArgument, out int setId))

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@ -5,13 +5,21 @@ namespace osu.Game.Online.API.Requests
{
public class GetBeatmapSetRequest : APIRequest<APIResponseBeatmapSet>
{
private readonly int beatmapSetId;
private readonly int id;
private readonly BeatmapSetLookupType type;
public GetBeatmapSetRequest(int beatmapSetId)
public GetBeatmapSetRequest(int id, BeatmapSetLookupType type = BeatmapSetLookupType.SetId)
{
this.beatmapSetId = beatmapSetId;
this.id = id;
this.type = type;
}
protected override string Target => $@"beatmapsets/{beatmapSetId}";
protected override string Target => type == BeatmapSetLookupType.SetId ? $@"beatmapsets/{id}" : $@"beatmapsets/lookup?beatmap_id={id}";
}
public enum BeatmapSetLookupType
{
SetId,
BeatmapId,
}
}

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@ -166,6 +166,12 @@ namespace osu.Game
/// <param name="userId">The user to display.</param>
public void ShowUser(long userId) => userProfile.ShowUser(userId);
/// <summary>
/// Show a beatmap's set as an overlay, displaying the given beatmap.
/// </summary>
/// <param name="beatmapId">The beatmap to show.</param>
public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
protected void LoadScore(Score s)
{
scoreLoad?.Cancel();

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@ -17,21 +17,39 @@ using osu.Game.Online.API.Requests;
using osu.Game.Overlays.BeatmapSet;
using osu.Game.Rulesets;
using osu.Game.Overlays.BeatmapSet.Scores;
using System.Linq;
namespace osu.Game.Overlays
{
public class BeatmapSetOverlay : WaveOverlayContainer
{
private const int fade_duration = 300;
public const float X_PADDING = 40;
public const float RIGHT_WIDTH = 275;
private readonly Header header;
private readonly Info info;
private APIAccess api;
private RulesetStore rulesets;
private readonly ScrollContainer scroll;
private BeatmapSetInfo beatmapSet;
public BeatmapSetInfo BeatmapSet
{
get => beatmapSet;
set
{
if (value == beatmapSet)
return;
header.BeatmapSet = info.BeatmapSet = beatmapSet = value;
}
}
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
@ -107,7 +125,8 @@ namespace osu.Game.Overlays
{
base.PopOut();
header.Details.StopPreview();
FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out);
FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out).OnComplete(_ => BeatmapSet = null);
}
protected override bool OnClick(InputState state)
@ -116,17 +135,31 @@ namespace osu.Game.Overlays
return true;
}
public void FetchAndShowBeatmap(int beatmapId)
{
BeatmapSet = null;
var req = new GetBeatmapSetRequest(beatmapId, BeatmapSetLookupType.BeatmapId);
req.Success += res =>
{
ShowBeatmapSet(res.ToBeatmapSet(rulesets));
header.Picker.Beatmap.Value = header.BeatmapSet.Beatmaps.First(b => b.OnlineBeatmapID == beatmapId);
};
api.Queue(req);
Show();
}
public void FetchAndShowBeatmapSet(int beatmapSetId)
{
// todo: display the overlay while we are loading here. we need to support setting BeatmapSet to null for this to work.
BeatmapSet = null;
var req = new GetBeatmapSetRequest(beatmapSetId);
req.Success += res => ShowBeatmapSet(res.ToBeatmapSet(rulesets));
api.Queue(req);
Show();
}
public void ShowBeatmapSet(BeatmapSetInfo set)
{
header.BeatmapSet = info.BeatmapSet = set;
BeatmapSet = set;
Show();
scroll.ScrollTo(0);
}

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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
base.UpdateAfterChildrenLife();
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
speedChangeVisualiser.UpdatePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
}
}
}

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@ -10,24 +10,23 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
public interface ISpeedChangeVisualiser
{
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that are constant, such as lifetime and spatial length.
/// Computes the states of <see cref="DrawableHitObject"/>s that remain constant while scrolling, such as lifetime and spatial length.
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that change depending on <paramref name="currentTime"/>, such as position.
/// This is invoked once per frame.
/// Updates the positions of <see cref="DrawableHitObject"/>s, depending on the current time. This is invoked once per frame.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose positions should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="currentTime">The current time.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
}
}

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@ -4,6 +4,7 @@
using System.Collections.Generic;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
@ -22,24 +23,45 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
double visibleDuration = timeRange / controlPointAt(obj.HitObject.StartTime).Multiplier;
obj.LifetimeStart = obj.HitObject.StartTime - visibleDuration;
if (obj.HitObject is IHasEndTime endTime)
{
// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
var hitObjectLength = -hitObjectPositionAt(obj, endTime.EndTime, timeRange);
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = (float)(hitObjectLength * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = (float)(hitObjectLength * length.X);
break;
}
}
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / timeRange;
var position = hitObjectPositionAt(obj, currentTime, timeRange);
switch (direction)
{
@ -59,7 +81,28 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
}
}
/// <summary>
/// Computes the position of a <see cref="DrawableHitObject"/> at a point in time.
/// <para>
/// At t &lt; startTime, position &gt; 0. <br />
/// At t = startTime, position = 0. <br />
/// At t &gt; startTime, position &lt; 0.
/// </para>
/// </summary>
/// <param name="obj">The <see cref="DrawableHitObject"/>.</param>
/// <param name="time">The time to find the position of <paramref name="obj"/> at.</param>
/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
/// <returns>The position of <paramref name="obj"/> in the scrolling area at time = <paramref name="time"/>.</returns>
private double hitObjectPositionAt(DrawableHitObject obj, double time, double timeRange)
=> (obj.HitObject.StartTime - time) / timeRange * controlPointAt(obj.HitObject.StartTime).Multiplier;
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
/// <summary>
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
/// </summary>
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
private MultiplierControlPoint controlPointAt(double time)
{
if (controlPoints.Count == 0)

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@ -25,23 +25,25 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
foreach (var obj in hitObjects)
{
// To reduce iterations when updating hitobject positions later on, their initial positions are cached
var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange);
// Todo: This is approximate and will be incorrect in the case of extreme speed changes
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
if (obj.HitObject is IHasEndTime endTime)
{
var diff = positionAt(endTime.EndTime, timeRange) - startPosition;
var hitObjectLength = positionAt(endTime.EndTime, timeRange) - startPosition;
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = (float)(diff * length.Y);
obj.Height = (float)(hitObjectLength * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = (float)(diff * length.X);
obj.Width = (float)(hitObjectLength * length.X);
break;
}
}
@ -49,12 +51,14 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
var timelinePosition = positionAt(currentTime, timeRange);
@ -80,21 +84,38 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
}
}
/// <summary>
/// Finds the position which corresponds to a point in time.
/// This is a non-linear operation that depends on all the control points up to and including the one active at the time value.
/// </summary>
/// <param name="time">The time to find the position at.</param>
/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
/// <returns>A positive value indicating the position at <paramref name="time"/>.</returns>
private double positionAt(double time, double timeRange)
{
double length = 0;
// We need to consider all timing points until the specified time and not just the currently-active one,
// since each timing point individually affects the positions of _all_ hitobjects after its start time
for (int i = 0; i < controlPoints.Count; i++)
{
var current = controlPoints[i];
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
// We don't need to consider any control points beyond the current time, since it will not yet
// affect any hitobjects
if (i > 0 && current.StartTime > time)
continue;
// Duration of the current control point
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
length += Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / timeRange;
// We want to consider the minimal amount of time that this control point has affected,
// which may be either its duration, or the amount of time that has passed within it
var durationInCurrent = Math.Min(currentDuration, time - current.StartTime);
// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
length += durationInCurrent / timeRange * current.Multiplier;
}
return length;

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@ -46,7 +46,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
var dragLayer = new DragLayer(maskContainer.Select);
dragLayer.DragEnd += () => maskSelection.UpdateVisibility();
InternalChildren = new Drawable[]
InternalChildren = new[]
{
dragLayer,
maskSelection,

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@ -17,6 +17,7 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using OpenTK;
using OpenTK.Graphics;
@ -35,6 +36,8 @@ namespace osu.Game.Screens.Select.Carousel
private Triangles triangles;
private StarCounter starCounter;
private BeatmapSetOverlay beatmapOverlay;
public DrawableCarouselBeatmap(CarouselBeatmap panel) : base(panel)
{
beatmap = panel.Beatmap;
@ -42,8 +45,10 @@ namespace osu.Game.Screens.Select.Carousel
}
[BackgroundDependencyLoader(true)]
private void load(SongSelect songSelect, BeatmapManager manager)
private void load(SongSelect songSelect, BeatmapManager manager, BeatmapSetOverlay beatmapOverlay)
{
this.beatmapOverlay = beatmapOverlay;
if (songSelect != null)
{
startRequested = songSelect.FinaliseSelection;
@ -171,6 +176,10 @@ namespace osu.Game.Screens.Select.Carousel
new OsuMenuItem("Play", MenuItemType.Highlighted, () => startRequested?.Invoke(beatmap)),
new OsuMenuItem("Edit", MenuItemType.Standard, () => editRequested?.Invoke(beatmap)),
new OsuMenuItem("Hide", MenuItemType.Destructive, () => hideRequested?.Invoke(beatmap)),
new OsuMenuItem("Details", MenuItemType.Standard, () =>
{
if (beatmap.OnlineBeatmapID.HasValue) beatmapOverlay?.FetchAndShowBeatmap(beatmap.OnlineBeatmapID.Value);
}),
};
}
}