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Merge pull request #4130 from peppy/fix-key-counter
Fix key counter not counting
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commit
f6fbb77ecc
@ -1,6 +1,7 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.ComponentModel;
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using System.Linq;
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using osu.Game.Rulesets;
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@ -23,11 +24,17 @@ namespace osu.Game.Tests.Visual
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};
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}
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protected override bool ContinueCondition(Player player) => base.ContinueCondition(player) && ((ScoreAccessiblePlayer)player).ScoreProcessor.TotalScore > 0;
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protected override void AddCheckSteps(Func<Player> player)
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{
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base.AddCheckSteps(player);
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AddUntilStep(() => ((ScoreAccessiblePlayer)player()).ScoreProcessor.TotalScore > 0, "score above zero");
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AddUntilStep(() => ((ScoreAccessiblePlayer)player()).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0), "key counter counted keys");
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}
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private class ScoreAccessiblePlayer : Player
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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}
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}
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}
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@ -250,14 +250,14 @@ namespace osu.Game.Rulesets.UI
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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KeyBindingInputManager.Children = new Drawable[]
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KeyBindingInputManager.AddRange(new Drawable[]
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{
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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Playfield
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};
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});
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if (Cursor != null)
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KeyBindingInputManager.Add(Cursor);
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@ -27,14 +27,6 @@ namespace osu.Game.Rulesets.UI
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public abstract class RulesetInputManager<T> : PassThroughInputManager, ICanAttachKeyCounter, IHasReplayHandler
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where T : struct
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{
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public class RulesetKeyBindingContainer : DatabasedKeyBindingContainer<T>
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{
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public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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: base(ruleset, variant, unique)
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{
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}
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}
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protected override InputState CreateInitialState()
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{
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var state = base.CreateInitialState();
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@ -251,6 +243,14 @@ namespace osu.Game.Rulesets.UI
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protected virtual RulesetKeyBindingContainer CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new RulesetKeyBindingContainer(ruleset, variant, unique);
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public class RulesetKeyBindingContainer : DatabasedKeyBindingContainer<T>
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{
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public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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: base(ruleset, variant, unique)
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{
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}
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}
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}
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/// <summary>
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@ -46,17 +46,21 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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visibilityContainer = new Container {
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visibilityContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[] {
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new Container {
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Y = 30,
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AutoSizeAxes = Axes.Both,
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AutoSizeDuration = 200,
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AutoSizeEasing = Easing.Out,
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Children = new Drawable[] {
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Children = new Drawable[]
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{
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AccuracyCounter = CreateAccuracyCounter(),
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ScoreCounter = CreateScoreCounter(),
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ComboCounter = CreateComboCounter(),
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@ -83,7 +83,7 @@ namespace osu.Game.Screens.Play
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protected ScoreProcessor ScoreProcessor;
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protected RulesetContainer RulesetContainer;
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private HUDOverlay hudOverlay;
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protected HUDOverlay HUDOverlay;
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private FailOverlay failOverlay;
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private DrawableStoryboard storyboard;
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@ -200,7 +200,7 @@ namespace osu.Game.Screens.Play
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{
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Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
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},
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hudOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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{
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Clock = Clock, // hud overlay doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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@ -233,8 +233,8 @@ namespace osu.Game.Screens.Play
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}
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};
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hudOverlay.HoldToQuit.Action = performUserRequestedExit;
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hudOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
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HUDOverlay.HoldToQuit.Action = performUserRequestedExit;
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HUDOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
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RulesetContainer.IsPaused.BindTo(pauseContainer.IsPaused);
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@ -44,7 +44,7 @@ namespace osu.Game.Tests.Visual
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{
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Player p = null;
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AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset));
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AddUntilStep(() => ContinueCondition(p));
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AddCheckSteps(() => p);
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}
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else
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{
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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() => ContinueCondition(p));
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AddCheckSteps(() => p);
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AddUntilStep(() =>
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{
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@ -79,7 +79,10 @@ namespace osu.Game.Tests.Visual
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}
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}
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protected virtual bool ContinueCondition(Player player) => player.IsLoaded;
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protected virtual void AddCheckSteps(Func<Player> player)
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{
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AddUntilStep(() => player().IsLoaded, "player loaded");
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}
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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