mirror of
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synced 2024-11-11 10:33:30 +08:00
Merge branch 'master' into fix-select-new-from-sub-screen
This commit is contained in:
commit
fcfb2b9026
@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Tests
|
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private const double time_after_tail = 5250;
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||||
|
||||
private List<JudgementResult> judgementResults;
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||||
private bool allJudgedFired;
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||||
|
||||
/// <summary>
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||||
/// -----[ ]-----
|
||||
@ -283,20 +282,15 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
{
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||||
if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
|
||||
{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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|
@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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TargetColumns = (int)Math.Max(1, roundedCircleSize);
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if (TargetColumns >= 10)
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if (TargetColumns > ManiaRuleset.MAX_STAGE_KEYS)
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{
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TargetColumns /= 2;
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Dual = true;
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|
64
osu.Game.Rulesets.Mania/DualStageVariantGenerator.cs
Normal file
64
osu.Game.Rulesets.Mania/DualStageVariantGenerator.cs
Normal file
@ -0,0 +1,64 @@
|
||||
// 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;
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||||
using osu.Framework.Input.Bindings;
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|
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namespace osu.Game.Rulesets.Mania
|
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{
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public class DualStageVariantGenerator
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{
|
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private readonly int singleStageVariant;
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private readonly InputKey[] stage1LeftKeys;
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private readonly InputKey[] stage1RightKeys;
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private readonly InputKey[] stage2LeftKeys;
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private readonly InputKey[] stage2RightKeys;
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public DualStageVariantGenerator(int singleStageVariant)
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{
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this.singleStageVariant = singleStageVariant;
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|
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// 10K is special because it expands towards the centre of the keyboard (VM/BN), rather than towards the edges of the keyboard.
|
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if (singleStageVariant == 10)
|
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{
|
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stage1LeftKeys = new[] { InputKey.Q, InputKey.W, InputKey.E, InputKey.R, InputKey.V };
|
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stage1RightKeys = new[] { InputKey.M, InputKey.I, InputKey.O, InputKey.P, InputKey.BracketLeft };
|
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|
||||
stage2LeftKeys = new[] { InputKey.S, InputKey.D, InputKey.F, InputKey.G, InputKey.B };
|
||||
stage2RightKeys = new[] { InputKey.N, InputKey.J, InputKey.K, InputKey.L, InputKey.Semicolon };
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||||
}
|
||||
else
|
||||
{
|
||||
stage1LeftKeys = new[] { InputKey.Q, InputKey.W, InputKey.E, InputKey.R };
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stage1RightKeys = new[] { InputKey.I, InputKey.O, InputKey.P, InputKey.BracketLeft };
|
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|
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stage2LeftKeys = new[] { InputKey.S, InputKey.D, InputKey.F, InputKey.G };
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stage2RightKeys = new[] { InputKey.J, InputKey.K, InputKey.L, InputKey.Semicolon };
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||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<KeyBinding> GenerateMappings()
|
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{
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var stage1Bindings = new VariantMappingGenerator
|
||||
{
|
||||
LeftKeys = stage1LeftKeys,
|
||||
RightKeys = stage1RightKeys,
|
||||
SpecialKey = InputKey.V,
|
||||
SpecialAction = ManiaAction.Special1,
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||||
NormalActionStart = ManiaAction.Key1
|
||||
}.GenerateKeyBindingsFor(singleStageVariant, out var nextNormal);
|
||||
|
||||
var stage2Bindings = new VariantMappingGenerator
|
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{
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LeftKeys = stage2LeftKeys,
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RightKeys = stage2RightKeys,
|
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SpecialKey = InputKey.B,
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SpecialAction = ManiaAction.Special2,
|
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NormalActionStart = nextNormal
|
||||
}.GenerateKeyBindingsFor(singleStageVariant, out _);
|
||||
|
||||
return stage1Bindings.Concat(stage2Bindings);
|
||||
}
|
||||
}
|
||||
}
|
@ -78,5 +78,11 @@ namespace osu.Game.Rulesets.Mania
|
||||
|
||||
[Description("Key 18")]
|
||||
Key18,
|
||||
|
||||
[Description("Key 19")]
|
||||
Key19,
|
||||
|
||||
[Description("Key 20")]
|
||||
Key20,
|
||||
}
|
||||
}
|
||||
|
@ -35,6 +35,11 @@ namespace osu.Game.Rulesets.Mania
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||||
{
|
||||
public class ManiaRuleset : Ruleset, ILegacyRuleset
|
||||
{
|
||||
/// <summary>
|
||||
/// The maximum number of supported keys in a single stage.
|
||||
/// </summary>
|
||||
public const int MAX_STAGE_KEYS = 10;
|
||||
|
||||
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
|
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|
||||
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
|
||||
@ -202,6 +207,7 @@ namespace osu.Game.Rulesets.Mania
|
||||
new ManiaModKey7(),
|
||||
new ManiaModKey8(),
|
||||
new ManiaModKey9(),
|
||||
new ManiaModKey10(),
|
||||
new ManiaModKey1(),
|
||||
new ManiaModKey2(),
|
||||
new ManiaModKey3()),
|
||||
@ -250,9 +256,9 @@ namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
get
|
||||
{
|
||||
for (int i = 1; i <= 9; i++)
|
||||
for (int i = 1; i <= MAX_STAGE_KEYS; i++)
|
||||
yield return (int)PlayfieldType.Single + i;
|
||||
for (int i = 2; i <= 18; i += 2)
|
||||
for (int i = 2; i <= MAX_STAGE_KEYS * 2; i += 2)
|
||||
yield return (int)PlayfieldType.Dual + i;
|
||||
}
|
||||
}
|
||||
@ -262,73 +268,10 @@ namespace osu.Game.Rulesets.Mania
|
||||
switch (getPlayfieldType(variant))
|
||||
{
|
||||
case PlayfieldType.Single:
|
||||
return new VariantMappingGenerator
|
||||
{
|
||||
LeftKeys = new[]
|
||||
{
|
||||
InputKey.A,
|
||||
InputKey.S,
|
||||
InputKey.D,
|
||||
InputKey.F
|
||||
},
|
||||
RightKeys = new[]
|
||||
{
|
||||
InputKey.J,
|
||||
InputKey.K,
|
||||
InputKey.L,
|
||||
InputKey.Semicolon
|
||||
},
|
||||
SpecialKey = InputKey.Space,
|
||||
SpecialAction = ManiaAction.Special1,
|
||||
NormalActionStart = ManiaAction.Key1,
|
||||
}.GenerateKeyBindingsFor(variant, out _);
|
||||
return new SingleStageVariantGenerator(variant).GenerateMappings();
|
||||
|
||||
case PlayfieldType.Dual:
|
||||
int keys = getDualStageKeyCount(variant);
|
||||
|
||||
var stage1Bindings = new VariantMappingGenerator
|
||||
{
|
||||
LeftKeys = new[]
|
||||
{
|
||||
InputKey.Q,
|
||||
InputKey.W,
|
||||
InputKey.E,
|
||||
InputKey.R,
|
||||
},
|
||||
RightKeys = new[]
|
||||
{
|
||||
InputKey.X,
|
||||
InputKey.C,
|
||||
InputKey.V,
|
||||
InputKey.B
|
||||
},
|
||||
SpecialKey = InputKey.S,
|
||||
SpecialAction = ManiaAction.Special1,
|
||||
NormalActionStart = ManiaAction.Key1
|
||||
}.GenerateKeyBindingsFor(keys, out var nextNormal);
|
||||
|
||||
var stage2Bindings = new VariantMappingGenerator
|
||||
{
|
||||
LeftKeys = new[]
|
||||
{
|
||||
InputKey.Number7,
|
||||
InputKey.Number8,
|
||||
InputKey.Number9,
|
||||
InputKey.Number0
|
||||
},
|
||||
RightKeys = new[]
|
||||
{
|
||||
InputKey.K,
|
||||
InputKey.L,
|
||||
InputKey.Semicolon,
|
||||
InputKey.Quote
|
||||
},
|
||||
SpecialKey = InputKey.I,
|
||||
SpecialAction = ManiaAction.Special2,
|
||||
NormalActionStart = nextNormal
|
||||
}.GenerateKeyBindingsFor(keys, out _);
|
||||
|
||||
return stage1Bindings.Concat(stage2Bindings);
|
||||
return new DualStageVariantGenerator(getDualStageKeyCount(variant)).GenerateMappings();
|
||||
}
|
||||
|
||||
return Array.Empty<KeyBinding>();
|
||||
@ -364,59 +307,6 @@ namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
|
||||
}
|
||||
|
||||
private class VariantMappingGenerator
|
||||
{
|
||||
/// <summary>
|
||||
/// All the <see cref="InputKey"/>s available to the left hand.
|
||||
/// </summary>
|
||||
public InputKey[] LeftKeys;
|
||||
|
||||
/// <summary>
|
||||
/// All the <see cref="InputKey"/>s available to the right hand.
|
||||
/// </summary>
|
||||
public InputKey[] RightKeys;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="InputKey"/> for the special key.
|
||||
/// </summary>
|
||||
public InputKey SpecialKey;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
|
||||
/// </summary>
|
||||
public ManiaAction NormalActionStart;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ManiaAction"/> for the special column.
|
||||
/// </summary>
|
||||
public ManiaAction SpecialAction;
|
||||
|
||||
/// <summary>
|
||||
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
|
||||
/// </summary>
|
||||
/// <param name="columns">The number of columns that need to be bound.</param>
|
||||
/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
|
||||
/// <returns>The keybindings.</returns>
|
||||
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
|
||||
{
|
||||
ManiaAction currentNormalAction = NormalActionStart;
|
||||
|
||||
var bindings = new List<KeyBinding>();
|
||||
|
||||
for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
|
||||
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
|
||||
|
||||
if (columns % 2 == 1)
|
||||
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
|
||||
|
||||
for (int i = 0; i < columns / 2; i++)
|
||||
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
|
||||
|
||||
nextNormalAction = currentNormalAction;
|
||||
return bindings;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum PlayfieldType
|
||||
|
13
osu.Game.Rulesets.Mania/Mods/ManiaModKey10.cs
Normal file
13
osu.Game.Rulesets.Mania/Mods/ManiaModKey10.cs
Normal file
@ -0,0 +1,13 @@
|
||||
// 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.
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
public class ManiaModKey10 : ManiaKeyMod
|
||||
{
|
||||
public override int KeyCount => 10;
|
||||
public override string Name => "Ten Keys";
|
||||
public override string Acronym => "10K";
|
||||
public override string Description => @"Play with ten keys.";
|
||||
}
|
||||
}
|
41
osu.Game.Rulesets.Mania/SingleStageVariantGenerator.cs
Normal file
41
osu.Game.Rulesets.Mania/SingleStageVariantGenerator.cs
Normal file
@ -0,0 +1,41 @@
|
||||
// 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 osu.Framework.Input.Bindings;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
public class SingleStageVariantGenerator
|
||||
{
|
||||
private readonly int variant;
|
||||
private readonly InputKey[] leftKeys;
|
||||
private readonly InputKey[] rightKeys;
|
||||
|
||||
public SingleStageVariantGenerator(int variant)
|
||||
{
|
||||
this.variant = variant;
|
||||
|
||||
// 10K is special because it expands towards the centre of the keyboard (V/N), rather than towards the edges of the keyboard.
|
||||
if (variant == 10)
|
||||
{
|
||||
leftKeys = new[] { InputKey.A, InputKey.S, InputKey.D, InputKey.F, InputKey.V };
|
||||
rightKeys = new[] { InputKey.N, InputKey.J, InputKey.K, InputKey.L, InputKey.Semicolon };
|
||||
}
|
||||
else
|
||||
{
|
||||
leftKeys = new[] { InputKey.A, InputKey.S, InputKey.D, InputKey.F };
|
||||
rightKeys = new[] { InputKey.J, InputKey.K, InputKey.L, InputKey.Semicolon };
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<KeyBinding> GenerateMappings() => new VariantMappingGenerator
|
||||
{
|
||||
LeftKeys = leftKeys,
|
||||
RightKeys = rightKeys,
|
||||
SpecialKey = InputKey.Space,
|
||||
SpecialAction = ManiaAction.Special1,
|
||||
NormalActionStart = ManiaAction.Key1,
|
||||
}.GenerateKeyBindingsFor(variant, out _);
|
||||
}
|
||||
}
|
61
osu.Game.Rulesets.Mania/VariantMappingGenerator.cs
Normal file
61
osu.Game.Rulesets.Mania/VariantMappingGenerator.cs
Normal file
@ -0,0 +1,61 @@
|
||||
// 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 osu.Framework.Input.Bindings;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
public class VariantMappingGenerator
|
||||
{
|
||||
/// <summary>
|
||||
/// All the <see cref="InputKey"/>s available to the left hand.
|
||||
/// </summary>
|
||||
public InputKey[] LeftKeys;
|
||||
|
||||
/// <summary>
|
||||
/// All the <see cref="InputKey"/>s available to the right hand.
|
||||
/// </summary>
|
||||
public InputKey[] RightKeys;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="InputKey"/> for the special key.
|
||||
/// </summary>
|
||||
public InputKey SpecialKey;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
|
||||
/// </summary>
|
||||
public ManiaAction NormalActionStart;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ManiaAction"/> for the special column.
|
||||
/// </summary>
|
||||
public ManiaAction SpecialAction;
|
||||
|
||||
/// <summary>
|
||||
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
|
||||
/// </summary>
|
||||
/// <param name="columns">The number of columns that need to be bound.</param>
|
||||
/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
|
||||
/// <returns>The keybindings.</returns>
|
||||
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
|
||||
{
|
||||
ManiaAction currentNormalAction = NormalActionStart;
|
||||
|
||||
var bindings = new List<KeyBinding>();
|
||||
|
||||
for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
|
||||
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
|
||||
|
||||
if (columns % 2 == 1)
|
||||
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
|
||||
|
||||
for (int i = 0; i < columns / 2; i++)
|
||||
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
|
||||
|
||||
nextNormalAction = currentNormalAction;
|
||||
return bindings;
|
||||
}
|
||||
}
|
||||
}
|
106
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModHidden.cs
Normal file
106
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModHidden.cs
Normal file
@ -0,0 +1,106 @@
|
||||
// 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.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Tests.Mods
|
||||
{
|
||||
public class TestSceneOsuModHidden : ModTestScene
|
||||
{
|
||||
public TestSceneOsuModHidden()
|
||||
: base(new OsuRuleset())
|
||||
{
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestDefaultBeatmapTest() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new OsuModHidden(),
|
||||
Autoplay = true,
|
||||
PassCondition = checkSomeHit
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void FirstCircleAfterTwoSpinners() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new OsuModHidden(),
|
||||
Autoplay = true,
|
||||
Beatmap = new Beatmap
|
||||
{
|
||||
HitObjects = new List<HitObject>
|
||||
{
|
||||
new Spinner
|
||||
{
|
||||
Position = new Vector2(256, 192),
|
||||
EndTime = 1000,
|
||||
},
|
||||
new Spinner
|
||||
{
|
||||
Position = new Vector2(256, 192),
|
||||
StartTime = 1200,
|
||||
EndTime = 2200,
|
||||
},
|
||||
new HitCircle
|
||||
{
|
||||
Position = new Vector2(300, 192),
|
||||
StartTime = 3200,
|
||||
},
|
||||
new HitCircle
|
||||
{
|
||||
Position = new Vector2(384, 192),
|
||||
StartTime = 4200,
|
||||
}
|
||||
}
|
||||
},
|
||||
PassCondition = checkSomeHit
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void FirstSliderAfterTwoSpinners() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new OsuModHidden(),
|
||||
Autoplay = true,
|
||||
Beatmap = new Beatmap
|
||||
{
|
||||
HitObjects = new List<HitObject>
|
||||
{
|
||||
new Spinner
|
||||
{
|
||||
Position = new Vector2(256, 192),
|
||||
EndTime = 1000,
|
||||
},
|
||||
new Spinner
|
||||
{
|
||||
Position = new Vector2(256, 192),
|
||||
StartTime = 1200,
|
||||
EndTime = 2200,
|
||||
},
|
||||
new Slider
|
||||
{
|
||||
StartTime = 3200,
|
||||
Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(100, 0), })
|
||||
},
|
||||
new Slider
|
||||
{
|
||||
StartTime = 5200,
|
||||
Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(100, 0), })
|
||||
}
|
||||
}
|
||||
},
|
||||
PassCondition = checkSomeHit
|
||||
});
|
||||
|
||||
private bool checkSomeHit()
|
||||
{
|
||||
return Player.ScoreProcessor.JudgedHits >= 4;
|
||||
}
|
||||
}
|
||||
}
|
@ -354,7 +354,6 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
private ScoreAccessibleReplayPlayer currentPlayer;
|
||||
private List<JudgementResult> judgementResults;
|
||||
private bool allJudgedFired;
|
||||
|
||||
private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames)
|
||||
{
|
||||
@ -380,20 +379,15 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
if (currentPlayer == p) judgementResults.Add(result);
|
||||
};
|
||||
p.ScoreProcessor.AllJudged += () =>
|
||||
{
|
||||
if (currentPlayer == p) allJudgedFired = true;
|
||||
};
|
||||
};
|
||||
|
||||
LoadScreen(currentPlayer = p);
|
||||
allJudgedFired = false;
|
||||
judgementResults = new List<JudgementResult>();
|
||||
});
|
||||
|
||||
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
|
||||
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
|
||||
AddUntilStep("Wait for all judged", () => allJudgedFired);
|
||||
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
|
||||
}
|
||||
|
||||
private class TestHitCircle : HitCircle
|
||||
|
@ -47,7 +47,6 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
private const double time_slider_end = 4000;
|
||||
|
||||
private List<JudgementResult> judgementResults;
|
||||
private bool allJudgedFired;
|
||||
|
||||
/// <summary>
|
||||
/// Scenario:
|
||||
@ -375,20 +374,15 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
if (currentPlayer == p) judgementResults.Add(result);
|
||||
};
|
||||
p.ScoreProcessor.AllJudged += () =>
|
||||
{
|
||||
if (currentPlayer == p) allJudgedFired = true;
|
||||
};
|
||||
};
|
||||
|
||||
LoadScreen(currentPlayer = p);
|
||||
allJudgedFired = false;
|
||||
judgementResults = new List<JudgementResult>();
|
||||
});
|
||||
|
||||
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
|
||||
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
|
||||
AddUntilStep("Wait for all judged", () => allJudgedFired);
|
||||
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
|
||||
}
|
||||
|
||||
private class ScoreAccessibleReplayPlayer : ReplayPlayer
|
||||
|
@ -23,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
private const double fade_in_duration_multiplier = 0.4;
|
||||
private const double fade_out_duration_multiplier = 0.3;
|
||||
|
||||
protected override bool IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
|
||||
|
||||
public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
static void adjustFadeIn(OsuHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;
|
||||
|
@ -6,7 +6,7 @@ using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Taiko.Skinning;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
public abstract class TaikoSkinnableTestScene : SkinnableTestScene
|
||||
{
|
@ -0,0 +1,86 @@
|
||||
// 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Skinning;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneDrawableDrumRoll : TaikoSkinnableTestScene
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
|
||||
{
|
||||
typeof(DrawableDrumRoll),
|
||||
typeof(DrawableDrumRollTick),
|
||||
typeof(LegacyDrumRoll),
|
||||
}).ToList();
|
||||
|
||||
[Cached(typeof(IScrollingInfo))]
|
||||
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
|
||||
{
|
||||
Direction = { Value = ScrollingDirection.Left },
|
||||
TimeRange = { Value = 5000 },
|
||||
};
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
AddStep("Drum roll", () => SetContents(() =>
|
||||
{
|
||||
var hoc = new ScrollingHitObjectContainer();
|
||||
|
||||
hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime())
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Width = 500,
|
||||
});
|
||||
|
||||
return hoc;
|
||||
}));
|
||||
|
||||
AddStep("Drum roll (strong)", () => SetContents(() =>
|
||||
{
|
||||
var hoc = new ScrollingHitObjectContainer();
|
||||
|
||||
hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime(true))
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Width = 500,
|
||||
});
|
||||
|
||||
return hoc;
|
||||
}));
|
||||
}
|
||||
|
||||
private DrumRoll createDrumRollAtCurrentTime(bool strong = false)
|
||||
{
|
||||
var drumroll = new DrumRoll
|
||||
{
|
||||
IsStrong = strong,
|
||||
StartTime = Time.Current + 1000,
|
||||
Duration = 4000,
|
||||
};
|
||||
|
||||
var cpi = new ControlPointInfo();
|
||||
cpi.Add(0, new TimingControlPoint { BeatLength = 500 });
|
||||
|
||||
drumroll.ApplyDefaults(cpi, new BeatmapDifficulty());
|
||||
|
||||
return drumroll;
|
||||
}
|
||||
}
|
||||
}
|
@ -13,7 +13,7 @@ using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneDrawableHit : TaikoSkinnableTestScene
|
||||
@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
typeof(DrawableCentreHit),
|
||||
typeof(DrawableRimHit),
|
||||
typeof(LegacyHit),
|
||||
typeof(LegacyCirclePiece),
|
||||
}).ToList();
|
||||
|
||||
[BackgroundDependencyLoader]
|
@ -6,14 +6,14 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osuTK;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Taiko.Skinning;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneInputDrum : TaikoSkinnableTestScene
|
@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
[Test]
|
||||
public void TestZeroTickTimeOffsets()
|
||||
{
|
||||
AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted);
|
||||
AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddAssert("all tick offsets are 0", () => Player.Results.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
// 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.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
}
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit),
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit),
|
||||
_ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
|
||||
}
|
||||
}
|
||||
|
@ -14,6 +14,8 @@ using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -29,25 +31,29 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
/// </summary>
|
||||
private int rollingHits;
|
||||
|
||||
private readonly Container<DrawableDrumRollTick> tickContainer;
|
||||
private Container tickContainer;
|
||||
|
||||
private Color4 colourIdle;
|
||||
private Color4 colourEngaged;
|
||||
|
||||
private ElongatedCirclePiece elongatedPiece;
|
||||
|
||||
public DrawableDrumRoll(DrumRoll drumRoll)
|
||||
: base(drumRoll)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
elongatedPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
elongatedPiece.AccentColour = colourIdle = colours.YellowDark;
|
||||
colourIdle = colours.YellowDark;
|
||||
colourEngaged = colours.YellowDarker;
|
||||
|
||||
updateColour();
|
||||
|
||||
Content.Add(tickContainer = new Container { RelativeSizeAxes = Axes.Both });
|
||||
|
||||
if (MainPiece.Drawable is IHasAccentColour accentMain)
|
||||
accentMain.AccentColour = colourIdle;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -86,7 +92,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
return base.CreateNestedHitObject(hitObject);
|
||||
}
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => elongatedPiece = new ElongatedCirclePiece();
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollBody),
|
||||
_ => new ElongatedCirclePiece());
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
|
||||
|
||||
@ -102,8 +109,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
|
||||
rollingHits = Math.Clamp(rollingHits, 0, rolling_hits_for_engaged_colour);
|
||||
|
||||
Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
|
||||
(MainPiece as IHasAccentColour)?.FadeAccent(newColour, 100);
|
||||
updateColour();
|
||||
}
|
||||
|
||||
protected override void CheckForResult(bool userTriggered, double timeOffset)
|
||||
@ -132,8 +138,22 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
OriginPosition = new Vector2(DrawHeight);
|
||||
Content.X = DrawHeight / 2;
|
||||
}
|
||||
|
||||
protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
|
||||
|
||||
private void updateColour()
|
||||
{
|
||||
Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
|
||||
(MainPiece.Drawable as IHasAccentColour)?.FadeAccent(newColour, 100);
|
||||
}
|
||||
|
||||
private class StrongNestedHit : DrawableStrongNestedHit
|
||||
{
|
||||
public StrongNestedHit(StrongHitObject strong, DrawableDrumRoll drumRoll)
|
||||
|
@ -3,10 +3,10 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -20,10 +20,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
|
||||
public override bool DisplayResult => false;
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => new TickPiece
|
||||
{
|
||||
Filled = HitObject.FirstTick
|
||||
};
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollTick),
|
||||
_ => new TickPiece
|
||||
{
|
||||
Filled = HitObject.FirstTick
|
||||
});
|
||||
|
||||
protected override void CheckForResult(bool userTriggered, double timeOffset)
|
||||
{
|
||||
|
@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
// If we're far enough away from the left stage, we should bring outselves in front of it
|
||||
ProxyContent();
|
||||
|
||||
var flash = (MainPiece as CirclePiece)?.FlashBox;
|
||||
var flash = (MainPiece.Drawable as CirclePiece)?.FlashBox;
|
||||
flash?.FadeTo(0.9f).FadeOut(300);
|
||||
|
||||
const float gravity_time = 300;
|
||||
|
@ -1,7 +1,6 @@
|
||||
// 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.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
}
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit),
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit),
|
||||
_ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
|
||||
}
|
||||
}
|
||||
|
@ -14,6 +14,7 @@ using osu.Framework.Graphics.Shapes;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -114,12 +115,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
|
||||
}
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => new SwellCirclePiece
|
||||
{
|
||||
// to allow for rotation transform
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
};
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Swell),
|
||||
_ => new SwellCirclePiece
|
||||
{
|
||||
// to allow for rotation transform
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
});
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
@ -184,7 +186,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
.Then()
|
||||
.FadeTo(completion / 8, 2000, Easing.OutQuint);
|
||||
|
||||
MainPiece.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
|
||||
MainPiece.Drawable.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
|
||||
|
||||
expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
|
||||
|
||||
|
@ -2,9 +2,9 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -31,6 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
|
||||
|
||||
protected override CompositeDrawable CreateMainPiece() => new TickPiece();
|
||||
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollTick),
|
||||
_ => new TickPiece());
|
||||
}
|
||||
}
|
||||
|
@ -11,6 +11,7 @@ using System.Collections.Generic;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -115,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
public new TObject HitObject;
|
||||
|
||||
protected readonly Vector2 BaseSize;
|
||||
protected readonly CompositeDrawable MainPiece;
|
||||
protected readonly SkinnableDrawable MainPiece;
|
||||
|
||||
private readonly Container<DrawableStrongNestedHit> strongHitContainer;
|
||||
|
||||
@ -167,7 +168,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
// Normal and clap samples are handled by the drum
|
||||
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
|
||||
|
||||
protected abstract CompositeDrawable CreateMainPiece();
|
||||
protected abstract SkinnableDrawable CreateMainPiece();
|
||||
|
||||
/// <summary>
|
||||
/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongHitObject"/>.
|
||||
|
@ -10,6 +10,7 @@ using osuTK.Graphics;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics.Effects;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Containers;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
|
||||
@ -21,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
|
||||
/// for a usage example.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public abstract class CirclePiece : BeatSyncedContainer
|
||||
public abstract class CirclePiece : BeatSyncedContainer, IHasAccentColour
|
||||
{
|
||||
public const float SYMBOL_SIZE = 0.45f;
|
||||
public const float SYMBOL_BORDER = 8;
|
||||
|
@ -1,7 +1,9 @@
|
||||
// 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.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
|
||||
{
|
||||
@ -12,18 +14,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
AccentColour = colours.YellowDark;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
var padding = Content.DrawHeight * Content.Width / 2;
|
||||
|
||||
Content.Padding = new MarginPadding
|
||||
{
|
||||
Left = padding,
|
||||
Right = padding,
|
||||
};
|
||||
|
||||
Width = Parent.DrawSize.X + DrawHeight;
|
||||
}
|
||||
}
|
||||
|
96
osu.Game.Rulesets.Taiko/Skinning/LegacyCirclePiece.cs
Normal file
96
osu.Game.Rulesets.Taiko/Skinning/LegacyCirclePiece.cs
Normal file
@ -0,0 +1,96 @@
|
||||
// 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.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
|
||||
public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
|
||||
{
|
||||
private Drawable backgroundLayer;
|
||||
|
||||
public LegacyCirclePiece()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
||||
{
|
||||
Drawable getDrawableFor(string lookup)
|
||||
{
|
||||
const string normal_hit = "taikohit";
|
||||
const string big_hit = "taikobig";
|
||||
|
||||
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
|
||||
|
||||
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
|
||||
// fallback to regular size if "big" version doesn't exist.
|
||||
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
||||
}
|
||||
|
||||
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
|
||||
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
||||
|
||||
var foregroundLayer = getDrawableFor("circleoverlay");
|
||||
if (foregroundLayer != null)
|
||||
AddInternal(foregroundLayer);
|
||||
|
||||
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
||||
// For now just stop at first frame for sanity.
|
||||
foreach (var c in InternalChildren)
|
||||
{
|
||||
(c as IFramedAnimation)?.Stop();
|
||||
|
||||
c.Anchor = Anchor.Centre;
|
||||
c.Origin = Anchor.Centre;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
updateAccentColour();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
|
||||
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
|
||||
foreach (var c in InternalChildren)
|
||||
c.Scale = new Vector2(DrawHeight / 128);
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
accentColour = value;
|
||||
if (IsLoaded)
|
||||
updateAccentColour();
|
||||
}
|
||||
}
|
||||
|
||||
private void updateAccentColour()
|
||||
{
|
||||
backgroundLayer.Colour = accentColour;
|
||||
}
|
||||
}
|
||||
}
|
83
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
Normal file
83
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
Normal file
@ -0,0 +1,83 @@
|
||||
// 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.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
|
||||
public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
|
||||
{
|
||||
private LegacyCirclePiece headCircle;
|
||||
|
||||
private Sprite body;
|
||||
|
||||
private Sprite end;
|
||||
|
||||
public LegacyDrumRoll()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, OsuColour colours)
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
end = new Sprite
|
||||
{
|
||||
Anchor = Anchor.CentreRight,
|
||||
Origin = Anchor.CentreLeft,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Texture = skin.GetTexture("taiko-roll-end"),
|
||||
FillMode = FillMode.Fit,
|
||||
},
|
||||
body = new Sprite
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Texture = skin.GetTexture("taiko-roll-middle"),
|
||||
},
|
||||
headCircle = new LegacyCirclePiece
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
},
|
||||
};
|
||||
|
||||
AccentColour = colours.YellowDark;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
updateAccentColour();
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
accentColour = value;
|
||||
if (IsLoaded)
|
||||
updateAccentColour();
|
||||
}
|
||||
}
|
||||
|
||||
private void updateAccentColour()
|
||||
{
|
||||
headCircle.AccentColour = accentColour;
|
||||
body.Colour = accentColour;
|
||||
end.Colour = accentColour;
|
||||
}
|
||||
}
|
||||
}
|
@ -2,90 +2,25 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
|
||||
public class LegacyHit : CompositeDrawable, IHasAccentColour
|
||||
public class LegacyHit : LegacyCirclePiece
|
||||
{
|
||||
private readonly TaikoSkinComponents component;
|
||||
|
||||
private Drawable backgroundLayer;
|
||||
|
||||
public LegacyHit(TaikoSkinComponents component)
|
||||
{
|
||||
this.component = component;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
||||
private void load()
|
||||
{
|
||||
Drawable getDrawableFor(string lookup)
|
||||
{
|
||||
const string normal_hit = "taikohit";
|
||||
const string big_hit = "taikobig";
|
||||
|
||||
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
|
||||
|
||||
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
|
||||
// fallback to regular size if "big" version doesn't exist.
|
||||
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
||||
}
|
||||
|
||||
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
|
||||
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
||||
|
||||
var foregroundLayer = getDrawableFor("circleoverlay");
|
||||
if (foregroundLayer != null)
|
||||
AddInternal(foregroundLayer);
|
||||
|
||||
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
||||
// For now just stop at first frame for sanity.
|
||||
foreach (var c in InternalChildren)
|
||||
{
|
||||
(c as IFramedAnimation)?.Stop();
|
||||
|
||||
c.Anchor = Anchor.Centre;
|
||||
c.Origin = Anchor.Centre;
|
||||
}
|
||||
|
||||
AccentColour = component == TaikoSkinComponents.CentreHit
|
||||
? new Color4(235, 69, 44, 255)
|
||||
: new Color4(67, 142, 172, 255);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
|
||||
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
|
||||
foreach (var c in InternalChildren)
|
||||
c.Scale = new Vector2(DrawWidth / 128);
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
backgroundLayer.Colour = accentColour = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -27,6 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
|
||||
switch (taikoComponent.Component)
|
||||
{
|
||||
case TaikoSkinComponents.DrumRollBody:
|
||||
if (GetTexture("taiko-roll-middle") != null)
|
||||
return new LegacyDrumRoll();
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.InputDrum:
|
||||
if (GetTexture("taiko-bar-left") != null)
|
||||
return new LegacyInputDrum();
|
||||
@ -40,6 +46,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
return new LegacyHit(taikoComponent.Component);
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.DrumRollTick:
|
||||
return this.GetAnimation("sliderscorepoint", false, false);
|
||||
}
|
||||
|
||||
return source.GetDrawableComponent(component);
|
||||
|
@ -7,6 +7,9 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
InputDrum,
|
||||
CentreHit,
|
||||
RimHit
|
||||
RimHit,
|
||||
DrumRollBody,
|
||||
DrumRollTick,
|
||||
Swell
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,139 @@
|
||||
// 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 NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Storyboards;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneCompletionCancellation : PlayerTestScene
|
||||
{
|
||||
private Track track;
|
||||
|
||||
[Resolved]
|
||||
private AudioManager audio { get; set; }
|
||||
|
||||
private int resultsDisplayWaitCount =>
|
||||
(int)((Screens.Play.Player.RESULTS_DISPLAY_DELAY / TimePerAction) * 2);
|
||||
|
||||
protected override bool AllowFail => false;
|
||||
|
||||
public TestSceneCompletionCancellation()
|
||||
: base(new OsuRuleset())
|
||||
{
|
||||
}
|
||||
|
||||
[SetUpSteps]
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
|
||||
// Ensure track has actually running before attempting to seek
|
||||
AddUntilStep("wait for track to start running", () => track.IsRunning);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCancelCompletionOnRewind()
|
||||
{
|
||||
complete();
|
||||
cancel();
|
||||
|
||||
checkNoRanking();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestReCompleteAfterCancellation()
|
||||
{
|
||||
complete();
|
||||
cancel();
|
||||
complete();
|
||||
|
||||
AddUntilStep("attempted to push ranking", () => ((FakeRankingPushPlayer)Player).GotoRankingInvoked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests whether can still pause after cancelling completion by reverting <see cref="IScreen.ValidForResume"/> back to true.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestCanPauseAfterCancellation()
|
||||
{
|
||||
complete();
|
||||
cancel();
|
||||
|
||||
AddStep("pause", () => Player.Pause());
|
||||
AddAssert("paused successfully", () => Player.GameplayClockContainer.IsPaused.Value);
|
||||
|
||||
checkNoRanking();
|
||||
}
|
||||
|
||||
private void complete()
|
||||
{
|
||||
AddStep("seek to completion", () => track.Seek(5000));
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
}
|
||||
|
||||
private void cancel()
|
||||
{
|
||||
AddStep("rewind to cancel", () => track.Seek(4000));
|
||||
AddUntilStep("completion cleared by processor", () => !Player.ScoreProcessor.HasCompleted.Value);
|
||||
}
|
||||
|
||||
private void checkNoRanking()
|
||||
{
|
||||
// wait to ensure there was no attempt of pushing the results screen.
|
||||
AddWaitStep("wait", resultsDisplayWaitCount);
|
||||
AddAssert("no attempt to push ranking", () => !((FakeRankingPushPlayer)Player).GotoRankingInvoked);
|
||||
}
|
||||
|
||||
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
|
||||
{
|
||||
var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
|
||||
track = working.Track;
|
||||
return working;
|
||||
}
|
||||
|
||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||
{
|
||||
var beatmap = new Beatmap();
|
||||
|
||||
for (int i = 1; i <= 19; i++)
|
||||
{
|
||||
beatmap.HitObjects.Add(new HitCircle
|
||||
{
|
||||
Position = new Vector2(256, 192),
|
||||
StartTime = i * 250,
|
||||
});
|
||||
}
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
|
||||
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeRankingPushPlayer();
|
||||
|
||||
public class FakeRankingPushPlayer : TestPlayer
|
||||
{
|
||||
public bool GotoRankingInvoked;
|
||||
|
||||
public FakeRankingPushPlayer()
|
||||
: base(true, true)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void GotoRanking()
|
||||
{
|
||||
GotoRankingInvoked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
43
osu.Game.Tests/Visual/Online/TestSceneDashboardOverlay.cs
Normal file
43
osu.Game.Tests/Visual/Online/TestSceneDashboardOverlay.cs
Normal file
@ -0,0 +1,43 @@
|
||||
// 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.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Overlays.Dashboard;
|
||||
using osu.Game.Overlays.Dashboard.Friends;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Online
|
||||
{
|
||||
public class TestSceneDashboardOverlay : OsuTestScene
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => new[]
|
||||
{
|
||||
typeof(DashboardOverlay),
|
||||
typeof(DashboardOverlayHeader),
|
||||
typeof(FriendDisplay)
|
||||
};
|
||||
|
||||
protected override bool UseOnlineAPI => true;
|
||||
|
||||
private readonly DashboardOverlay overlay;
|
||||
|
||||
public TestSceneDashboardOverlay()
|
||||
{
|
||||
Add(overlay = new DashboardOverlay());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestShow()
|
||||
{
|
||||
AddStep("Show", overlay.Show);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestHide()
|
||||
{
|
||||
AddStep("Hide", overlay.Hide);
|
||||
}
|
||||
}
|
||||
}
|
@ -10,6 +10,7 @@ using osu.Game.Users;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Framework.Allocation;
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Online.API;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Online
|
||||
{
|
||||
@ -27,7 +28,7 @@ namespace osu.Game.Tests.Visual.Online
|
||||
[Cached]
|
||||
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
|
||||
|
||||
private FriendDisplay display;
|
||||
private TestFriendDisplay display;
|
||||
|
||||
[SetUp]
|
||||
public void Setup() => Schedule(() =>
|
||||
@ -35,7 +36,7 @@ namespace osu.Game.Tests.Visual.Online
|
||||
Child = new BasicScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = display = new FriendDisplay()
|
||||
Child = display = new TestFriendDisplay()
|
||||
};
|
||||
});
|
||||
|
||||
@ -83,5 +84,17 @@ namespace osu.Game.Tests.Visual.Online
|
||||
LastVisit = DateTimeOffset.Now
|
||||
}
|
||||
};
|
||||
|
||||
private class TestFriendDisplay : FriendDisplay
|
||||
{
|
||||
public void Fetch()
|
||||
{
|
||||
base.APIStateChanged(API, APIState.Online);
|
||||
}
|
||||
|
||||
public override void APIStateChanged(IAPIProvider api, APIState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -359,6 +359,68 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPresentNewRulesetNewBeatmap()
|
||||
{
|
||||
createSongSelect();
|
||||
changeRuleset(2);
|
||||
|
||||
addRulesetImportStep(2);
|
||||
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
|
||||
|
||||
addRulesetImportStep(0);
|
||||
addRulesetImportStep(0);
|
||||
addRulesetImportStep(0);
|
||||
|
||||
BeatmapInfo target = null;
|
||||
|
||||
AddStep("select beatmap/ruleset externally", () =>
|
||||
{
|
||||
target = manager.GetAllUsableBeatmapSets()
|
||||
.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
|
||||
|
||||
Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
|
||||
Beatmap.Value = manager.GetWorkingBeatmap(target);
|
||||
});
|
||||
|
||||
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
|
||||
|
||||
// this is an important check, to make sure updateComponentFromBeatmap() was actually run
|
||||
AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPresentNewBeatmapNewRuleset()
|
||||
{
|
||||
createSongSelect();
|
||||
changeRuleset(2);
|
||||
|
||||
addRulesetImportStep(2);
|
||||
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
|
||||
|
||||
addRulesetImportStep(0);
|
||||
addRulesetImportStep(0);
|
||||
addRulesetImportStep(0);
|
||||
|
||||
BeatmapInfo target = null;
|
||||
|
||||
AddStep("select beatmap/ruleset externally", () =>
|
||||
{
|
||||
target = manager.GetAllUsableBeatmapSets()
|
||||
.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
|
||||
|
||||
Beatmap.Value = manager.GetWorkingBeatmap(target);
|
||||
Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
|
||||
});
|
||||
|
||||
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
|
||||
|
||||
AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0);
|
||||
|
||||
// this is an important check, to make sure updateComponentFromBeatmap() was actually run
|
||||
AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestRulesetChangeResetsMods()
|
||||
{
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Tests.Visual
|
||||
typeof(OnScreenDisplay),
|
||||
typeof(NotificationOverlay),
|
||||
typeof(DirectOverlay),
|
||||
typeof(SocialOverlay),
|
||||
typeof(DashboardOverlay),
|
||||
typeof(ChannelManager),
|
||||
typeof(ChatOverlay),
|
||||
typeof(SettingsOverlay),
|
||||
|
@ -56,6 +56,7 @@ namespace osu.Game.Beatmaps.ControlPoints
|
||||
/// <summary>
|
||||
/// All control points, of all types.
|
||||
/// </summary>
|
||||
[JsonIgnore]
|
||||
public IEnumerable<ControlPoint> AllControlPoints => Groups.SelectMany(g => g.ControlPoints).ToArray();
|
||||
|
||||
/// <summary>
|
||||
|
@ -18,24 +18,32 @@ namespace osu.Game.Online.API
|
||||
|
||||
public T Result { get; private set; }
|
||||
|
||||
protected APIRequest()
|
||||
{
|
||||
base.Success += () => TriggerSuccess(((OsuJsonWebRequest<T>)WebRequest)?.ResponseObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked on successful completion of an API request.
|
||||
/// This will be scheduled to the API's internal scheduler (run on update thread automatically).
|
||||
/// </summary>
|
||||
public new event APISuccessHandler<T> Success;
|
||||
|
||||
protected override void PostProcess()
|
||||
{
|
||||
base.PostProcess();
|
||||
Result = ((OsuJsonWebRequest<T>)WebRequest)?.ResponseObject;
|
||||
}
|
||||
|
||||
internal void TriggerSuccess(T result)
|
||||
{
|
||||
if (Result != null)
|
||||
throw new InvalidOperationException("Attempted to trigger success more than once");
|
||||
|
||||
Result = result;
|
||||
Success?.Invoke(result);
|
||||
|
||||
TriggerSuccess();
|
||||
}
|
||||
|
||||
internal override void TriggerSuccess()
|
||||
{
|
||||
base.TriggerSuccess();
|
||||
Success?.Invoke(Result);
|
||||
}
|
||||
}
|
||||
|
||||
@ -99,6 +107,8 @@ namespace osu.Game.Online.API
|
||||
if (checkAndScheduleFailure())
|
||||
return;
|
||||
|
||||
PostProcess();
|
||||
|
||||
API.Schedule(delegate
|
||||
{
|
||||
if (cancelled) return;
|
||||
@ -107,7 +117,14 @@ namespace osu.Game.Online.API
|
||||
});
|
||||
}
|
||||
|
||||
internal void TriggerSuccess()
|
||||
/// <summary>
|
||||
/// Perform any post-processing actions after a successful request.
|
||||
/// </summary>
|
||||
protected virtual void PostProcess()
|
||||
{
|
||||
}
|
||||
|
||||
internal virtual void TriggerSuccess()
|
||||
{
|
||||
Success?.Invoke();
|
||||
}
|
||||
|
@ -67,7 +67,7 @@ namespace osu.Game
|
||||
|
||||
private DirectOverlay direct;
|
||||
|
||||
private SocialOverlay social;
|
||||
private DashboardOverlay dashboard;
|
||||
|
||||
private UserProfileOverlay userProfile;
|
||||
|
||||
@ -611,7 +611,7 @@ namespace osu.Game
|
||||
|
||||
//overlay elements
|
||||
loadComponentSingleFile(direct = new DirectOverlay(), overlayContent.Add, true);
|
||||
loadComponentSingleFile(social = new SocialOverlay(), overlayContent.Add, true);
|
||||
loadComponentSingleFile(dashboard = new DashboardOverlay(), overlayContent.Add, true);
|
||||
var rankingsOverlay = loadComponentSingleFile(new RankingsOverlay(), overlayContent.Add, true);
|
||||
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal, true);
|
||||
loadComponentSingleFile(chatOverlay = new ChatOverlay(), overlayContent.Add, true);
|
||||
@ -670,7 +670,7 @@ namespace osu.Game
|
||||
}
|
||||
|
||||
// ensure only one of these overlays are open at once.
|
||||
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay, rankingsOverlay };
|
||||
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, dashboard, direct, changelogOverlay, rankingsOverlay };
|
||||
|
||||
foreach (var overlay in singleDisplayOverlays)
|
||||
{
|
||||
@ -842,7 +842,7 @@ namespace osu.Game
|
||||
return true;
|
||||
|
||||
case GlobalAction.ToggleSocial:
|
||||
social.ToggleVisibility();
|
||||
dashboard.ToggleVisibility();
|
||||
return true;
|
||||
|
||||
case GlobalAction.ResetInputSettings:
|
||||
|
24
osu.Game/Overlays/Dashboard/DashboardOverlayHeader.cs
Normal file
24
osu.Game/Overlays/Dashboard/DashboardOverlayHeader.cs
Normal file
@ -0,0 +1,24 @@
|
||||
// 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.
|
||||
|
||||
namespace osu.Game.Overlays.Dashboard
|
||||
{
|
||||
public class DashboardOverlayHeader : TabControlOverlayHeader<DashboardOverlayTabs>
|
||||
{
|
||||
protected override OverlayTitle CreateTitle() => new DashboardTitle();
|
||||
|
||||
private class DashboardTitle : OverlayTitle
|
||||
{
|
||||
public DashboardTitle()
|
||||
{
|
||||
Title = "dashboard";
|
||||
IconTexture = "Icons/changelog";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum DashboardOverlayTabs
|
||||
{
|
||||
Friends
|
||||
}
|
||||
}
|
@ -16,7 +16,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Overlays.Dashboard.Friends
|
||||
{
|
||||
public class FriendDisplay : CompositeDrawable
|
||||
public class FriendDisplay : OverlayView<List<User>>
|
||||
{
|
||||
private List<User> users = new List<User>();
|
||||
|
||||
@ -26,34 +26,29 @@ namespace osu.Game.Overlays.Dashboard.Friends
|
||||
set
|
||||
{
|
||||
users = value;
|
||||
|
||||
onlineStreamControl.Populate(value);
|
||||
}
|
||||
}
|
||||
|
||||
[Resolved]
|
||||
private IAPIProvider api { get; set; }
|
||||
|
||||
private GetFriendsRequest request;
|
||||
private CancellationTokenSource cancellationToken;
|
||||
|
||||
private Drawable currentContent;
|
||||
|
||||
private readonly FriendOnlineStreamControl onlineStreamControl;
|
||||
private readonly Box background;
|
||||
private readonly Box controlBackground;
|
||||
private readonly UserListToolbar userListToolbar;
|
||||
private readonly Container itemsPlaceholder;
|
||||
private readonly LoadingLayer loading;
|
||||
private FriendOnlineStreamControl onlineStreamControl;
|
||||
private Box background;
|
||||
private Box controlBackground;
|
||||
private UserListToolbar userListToolbar;
|
||||
private Container itemsPlaceholder;
|
||||
private LoadingLayer loading;
|
||||
|
||||
public FriendDisplay()
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OverlayColourProvider colourProvider)
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
InternalChild = new FillFlowContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Direction = FillDirection.Vertical,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
@ -134,11 +129,7 @@ namespace osu.Game.Overlays.Dashboard.Friends
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OverlayColourProvider colourProvider)
|
||||
{
|
||||
background.Colour = colourProvider.Background4;
|
||||
controlBackground.Colour = colourProvider.Background5;
|
||||
}
|
||||
@ -152,14 +143,11 @@ namespace osu.Game.Overlays.Dashboard.Friends
|
||||
userListToolbar.SortCriteria.BindValueChanged(_ => recreatePanels());
|
||||
}
|
||||
|
||||
public void Fetch()
|
||||
{
|
||||
if (!api.IsLoggedIn)
|
||||
return;
|
||||
protected override APIRequest<List<User>> CreateRequest() => new GetFriendsRequest();
|
||||
|
||||
request = new GetFriendsRequest();
|
||||
request.Success += response => Schedule(() => Users = response);
|
||||
api.Queue(request);
|
||||
protected override void OnSuccess(List<User> response)
|
||||
{
|
||||
Users = response;
|
||||
}
|
||||
|
||||
private void recreatePanels()
|
||||
@ -258,9 +246,7 @@ namespace osu.Game.Overlays.Dashboard.Friends
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
request?.Cancel();
|
||||
cancellationToken?.Cancel();
|
||||
|
||||
base.Dispose(isDisposing);
|
||||
}
|
||||
}
|
||||
|
150
osu.Game/Overlays/DashboardOverlay.cs
Normal file
150
osu.Game/Overlays/DashboardOverlay.cs
Normal file
@ -0,0 +1,150 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Overlays.Dashboard;
|
||||
using osu.Game.Overlays.Dashboard.Friends;
|
||||
|
||||
namespace osu.Game.Overlays
|
||||
{
|
||||
public class DashboardOverlay : FullscreenOverlay
|
||||
{
|
||||
private CancellationTokenSource cancellationToken;
|
||||
|
||||
private Box background;
|
||||
private Container content;
|
||||
private DashboardOverlayHeader header;
|
||||
private LoadingLayer loading;
|
||||
private OverlayScrollContainer scrollFlow;
|
||||
|
||||
public DashboardOverlay()
|
||||
: base(OverlayColourScheme.Purple)
|
||||
{
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Children = new Drawable[]
|
||||
{
|
||||
background = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
},
|
||||
scrollFlow = new OverlayScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ScrollbarVisible = false,
|
||||
Child = new FillFlowContainer
|
||||
{
|
||||
AutoSizeAxes = Axes.Y,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Direction = FillDirection.Vertical,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
header = new DashboardOverlayHeader
|
||||
{
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
Depth = -float.MaxValue
|
||||
},
|
||||
content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
loading = new LoadingLayer(content),
|
||||
};
|
||||
|
||||
background.Colour = ColourProvider.Background5;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
header.Current.BindValueChanged(onTabChanged);
|
||||
}
|
||||
|
||||
private bool displayUpdateRequired = true;
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
base.PopIn();
|
||||
|
||||
// We don't want to create a new display on every call, only when exiting from fully closed state.
|
||||
if (displayUpdateRequired)
|
||||
{
|
||||
header.Current.TriggerChange();
|
||||
displayUpdateRequired = false;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void PopOutComplete()
|
||||
{
|
||||
base.PopOutComplete();
|
||||
loadDisplay(Empty());
|
||||
displayUpdateRequired = true;
|
||||
}
|
||||
|
||||
private void loadDisplay(Drawable display)
|
||||
{
|
||||
scrollFlow.ScrollToStart();
|
||||
|
||||
LoadComponentAsync(display, loaded =>
|
||||
{
|
||||
if (API.IsLoggedIn)
|
||||
loading.Hide();
|
||||
|
||||
content.Child = loaded;
|
||||
}, (cancellationToken = new CancellationTokenSource()).Token);
|
||||
}
|
||||
|
||||
private void onTabChanged(ValueChangedEvent<DashboardOverlayTabs> tab)
|
||||
{
|
||||
cancellationToken?.Cancel();
|
||||
loading.Show();
|
||||
|
||||
if (!API.IsLoggedIn)
|
||||
{
|
||||
loadDisplay(Empty());
|
||||
return;
|
||||
}
|
||||
|
||||
switch (tab.NewValue)
|
||||
{
|
||||
case DashboardOverlayTabs.Friends:
|
||||
loadDisplay(new FriendDisplay());
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new NotImplementedException($"Display for {tab.NewValue} tab is not implemented");
|
||||
}
|
||||
}
|
||||
|
||||
public override void APIStateChanged(IAPIProvider api, APIState state)
|
||||
{
|
||||
if (State.Value == Visibility.Hidden)
|
||||
return;
|
||||
|
||||
header.Current.TriggerChange();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
cancellationToken?.Cancel();
|
||||
base.Dispose(isDisposing);
|
||||
}
|
||||
}
|
||||
}
|
@ -12,6 +12,8 @@ namespace osu.Game.Overlays
|
||||
{
|
||||
public abstract class OverlayHeader : Container
|
||||
{
|
||||
public const int CONTENT_X_MARGIN = 50;
|
||||
|
||||
private readonly Box titleBackground;
|
||||
|
||||
protected readonly FillFlowContainer HeaderInfo;
|
||||
@ -54,7 +56,7 @@ namespace osu.Game.Overlays
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Padding = new MarginPadding
|
||||
{
|
||||
Horizontal = UserProfileOverlay.CONTENT_X_MARGIN,
|
||||
Horizontal = CONTENT_X_MARGIN,
|
||||
},
|
||||
Children = new[]
|
||||
{
|
||||
|
79
osu.Game/Overlays/OverlayView.cs
Normal file
79
osu.Game/Overlays/OverlayView.cs
Normal file
@ -0,0 +1,79 @@
|
||||
// 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.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Online.API;
|
||||
|
||||
namespace osu.Game.Overlays
|
||||
{
|
||||
/// <summary>
|
||||
/// A subview containing online content, to be displayed inside a <see cref="FullscreenOverlay"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Automatically performs a data fetch on load.
|
||||
/// </remarks>
|
||||
/// <typeparam name="T">The type of the API response.</typeparam>
|
||||
public abstract class OverlayView<T> : CompositeDrawable, IOnlineComponent
|
||||
where T : class
|
||||
{
|
||||
[Resolved]
|
||||
protected IAPIProvider API { get; private set; }
|
||||
|
||||
private APIRequest<T> request;
|
||||
|
||||
protected OverlayView()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
API.Register(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create the API request for fetching data.
|
||||
/// </summary>
|
||||
protected abstract APIRequest<T> CreateRequest();
|
||||
|
||||
/// <summary>
|
||||
/// Fired when results arrive from the main API request.
|
||||
/// </summary>
|
||||
/// <param name="response"></param>
|
||||
protected abstract void OnSuccess(T response);
|
||||
|
||||
/// <summary>
|
||||
/// Force a re-request for data from the API.
|
||||
/// </summary>
|
||||
protected void PerformFetch()
|
||||
{
|
||||
request?.Cancel();
|
||||
|
||||
request = CreateRequest();
|
||||
request.Success += response => Schedule(() => OnSuccess(response));
|
||||
|
||||
API.Queue(request);
|
||||
}
|
||||
|
||||
public virtual void APIStateChanged(IAPIProvider api, APIState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case APIState.Online:
|
||||
PerformFetch();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
request?.Cancel();
|
||||
API?.Unregister(this);
|
||||
base.Dispose(isDisposing);
|
||||
}
|
||||
}
|
||||
}
|
@ -44,7 +44,7 @@ namespace osu.Game.Overlays
|
||||
},
|
||||
TabControl = CreateTabControl().With(control =>
|
||||
{
|
||||
control.Margin = new MarginPadding { Left = UserProfileOverlay.CONTENT_X_MARGIN };
|
||||
control.Margin = new MarginPadding { Left = CONTENT_X_MARGIN };
|
||||
control.Current = Current;
|
||||
})
|
||||
}
|
||||
|
@ -14,9 +14,9 @@ namespace osu.Game.Overlays.Toolbar
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(SocialOverlay chat)
|
||||
private void load(DashboardOverlay dashboard)
|
||||
{
|
||||
StateContainer = chat;
|
||||
StateContainer = dashboard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -23,6 +23,13 @@ namespace osu.Game.Rulesets.Mods
|
||||
|
||||
protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Check whether the provided hitobject should be considered the "first" hideable object.
|
||||
/// Can be used to skip spinners, for instance.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hitobject to check.</param>
|
||||
protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
|
||||
|
||||
public void ReadFromConfig(OsuConfigManager config)
|
||||
{
|
||||
IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
|
||||
@ -30,8 +37,11 @@ namespace osu.Game.Rulesets.Mods
|
||||
|
||||
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var d in drawables.Skip(IncreaseFirstObjectVisibility.Value ? 1 : 0))
|
||||
d.ApplyCustomUpdateState += ApplyHiddenState;
|
||||
if (IncreaseFirstObjectVisibility.Value)
|
||||
drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h)).Skip(1);
|
||||
|
||||
foreach (var dho in drawables)
|
||||
dho.ApplyCustomUpdateState += ApplyHiddenState;
|
||||
}
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
|
@ -398,7 +398,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => AllJudged && base.UpdateSubTreeMasking(source, maskingBounds);
|
||||
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
|
||||
|
||||
protected override void UpdateAfterChildren()
|
||||
{
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.TypeExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
@ -12,11 +13,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public abstract class JudgementProcessor : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
|
||||
/// </summary>
|
||||
public event Action AllJudged;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
|
||||
/// </summary>
|
||||
@ -32,10 +28,12 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public int JudgedHits { get; private set; }
|
||||
|
||||
private readonly BindableBool hasCompleted = new BindableBool();
|
||||
|
||||
/// <summary>
|
||||
/// Whether all <see cref="Judgement"/>s have been processed.
|
||||
/// </summary>
|
||||
public bool HasCompleted => JudgedHits == MaxHits;
|
||||
public IBindable<bool> HasCompleted => hasCompleted;
|
||||
|
||||
/// <summary>
|
||||
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
|
||||
@ -60,8 +58,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
NewJudgement?.Invoke(result);
|
||||
|
||||
if (HasCompleted)
|
||||
AllJudged?.Invoke();
|
||||
updateHasCompleted();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -72,6 +69,8 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
JudgedHits--;
|
||||
|
||||
updateHasCompleted();
|
||||
|
||||
RevertResultInternal(result);
|
||||
}
|
||||
|
||||
@ -134,5 +133,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
ApplyResult(result);
|
||||
}
|
||||
}
|
||||
|
||||
private void updateHasCompleted() => hasCompleted.Value = JudgedHits == MaxHits;
|
||||
}
|
||||
}
|
||||
|
@ -51,7 +51,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
isBreakTime.Value = getCurrentBreak()?.HasEffect == true
|
||||
|| Clock.CurrentTime < gameplayStartTime
|
||||
|| scoreProcessor?.HasCompleted == true;
|
||||
|| scoreProcessor?.HasCompleted.Value == true;
|
||||
}
|
||||
|
||||
private BreakPeriod getCurrentBreak()
|
||||
|
@ -37,6 +37,11 @@ namespace osu.Game.Screens.Play
|
||||
[Cached]
|
||||
public class Player : ScreenWithBeatmapBackground
|
||||
{
|
||||
/// <summary>
|
||||
/// The delay upon completion of the beatmap before displaying the results screen.
|
||||
/// </summary>
|
||||
public const double RESULTS_DISPLAY_DELAY = 1000.0;
|
||||
|
||||
public override bool AllowBackButton => false; // handled by HoldForMenuButton
|
||||
|
||||
protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
|
||||
@ -197,7 +202,7 @@ namespace osu.Game.Screens.Play
|
||||
};
|
||||
|
||||
// Bind the judgement processors to ourselves
|
||||
ScoreProcessor.AllJudged += onCompletion;
|
||||
ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
|
||||
HealthProcessor.Failed += onFail;
|
||||
|
||||
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
|
||||
@ -412,22 +417,33 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private ScheduledDelegate completionProgressDelegate;
|
||||
|
||||
private void onCompletion()
|
||||
private void updateCompletionState(ValueChangedEvent<bool> completionState)
|
||||
{
|
||||
// screen may be in the exiting transition phase.
|
||||
if (!this.IsCurrentScreen())
|
||||
return;
|
||||
|
||||
if (!completionState.NewValue)
|
||||
{
|
||||
completionProgressDelegate?.Cancel();
|
||||
completionProgressDelegate = null;
|
||||
ValidForResume = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (completionProgressDelegate != null)
|
||||
throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
|
||||
|
||||
// Only show the completion screen if the player hasn't failed
|
||||
if (HealthProcessor.HasFailed || completionProgressDelegate != null)
|
||||
if (HealthProcessor.HasFailed)
|
||||
return;
|
||||
|
||||
ValidForResume = false;
|
||||
|
||||
if (!showResults) return;
|
||||
|
||||
using (BeginDelayedSequence(1000))
|
||||
scheduleGotoRanking();
|
||||
using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
|
||||
completionProgressDelegate = Schedule(GotoRanking);
|
||||
}
|
||||
|
||||
protected virtual ScoreInfo CreateScore()
|
||||
@ -679,12 +695,6 @@ namespace osu.Game.Screens.Play
|
||||
storyboardReplacesBackground.Value = false;
|
||||
}
|
||||
|
||||
private void scheduleGotoRanking()
|
||||
{
|
||||
completionProgressDelegate?.Cancel();
|
||||
completionProgressDelegate = Schedule(GotoRanking);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
@ -28,8 +28,15 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
private const float bleed_top = FilterControl.HEIGHT;
|
||||
private const float bleed_bottom = Footer.HEIGHT;
|
||||
/// <summary>
|
||||
/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
|
||||
/// </summary>
|
||||
public float BleedTop { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
|
||||
/// </summary>
|
||||
public float BleedBottom { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
|
||||
@ -376,17 +383,17 @@ namespace osu.Game.Screens.Select
|
||||
/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
|
||||
/// </remarks>
|
||||
/// </summary>
|
||||
private float visibleHalfHeight => (DrawHeight + bleed_bottom + bleed_top) / 2;
|
||||
private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2;
|
||||
|
||||
/// <summary>
|
||||
/// The position of the lower visible bound with respect to the current scroll position.
|
||||
/// </summary>
|
||||
private float visibleBottomBound => scroll.Current + DrawHeight + bleed_bottom;
|
||||
private float visibleBottomBound => scroll.Current + DrawHeight + BleedBottom;
|
||||
|
||||
/// <summary>
|
||||
/// The position of the upper visible bound with respect to the current scroll position.
|
||||
/// </summary>
|
||||
private float visibleUpperBound => scroll.Current - bleed_top;
|
||||
private float visibleUpperBound => scroll.Current - BleedTop;
|
||||
|
||||
public void FlushPendingFilterOperations()
|
||||
{
|
||||
@ -644,7 +651,11 @@ namespace osu.Game.Screens.Select
|
||||
case DrawableCarouselBeatmap beatmap:
|
||||
{
|
||||
if (beatmap.Item.State.Value == CarouselItemState.Selected)
|
||||
scrollTarget = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
|
||||
// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
|
||||
// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
|
||||
// then reapply the top semi-transparent area (because carousel's screen space starts below it)
|
||||
// and finally add half of the panel's own height to achieve vertical centering of the panel itself
|
||||
scrollTarget = currentY - visibleHalfHeight + BleedTop + beatmap.DrawHeight / 2;
|
||||
|
||||
void performMove(float y, float? startY = null)
|
||||
{
|
||||
|
@ -153,6 +153,8 @@ namespace osu.Game.Screens.Select
|
||||
Anchor = Anchor.CentreRight,
|
||||
Origin = Anchor.CentreRight,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BleedTop = FilterControl.HEIGHT,
|
||||
BleedBottom = Footer.HEIGHT,
|
||||
SelectionChanged = updateSelectedBeatmap,
|
||||
BeatmapSetsChanged = carouselBeatmapsLoaded,
|
||||
GetRecommendedBeatmap = recommender.GetRecommendedBeatmap,
|
||||
@ -426,7 +428,7 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// selection has been changed as the result of a user interaction.
|
||||
/// Selection has been changed as the result of a user interaction.
|
||||
/// </summary>
|
||||
private void performUpdateSelected()
|
||||
{
|
||||
@ -435,7 +437,7 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
selectionChangedDebounce?.Cancel();
|
||||
|
||||
if (beatmap == null)
|
||||
if (beatmapNoDebounce == null)
|
||||
run();
|
||||
else
|
||||
selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
|
||||
@ -448,9 +450,11 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
Mods.Value = Array.Empty<Mod>();
|
||||
|
||||
// required to return once in order to have the carousel in a good state.
|
||||
// if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset.
|
||||
return;
|
||||
// transferRulesetValue() may trigger a refilter. If the current selection does not match the new ruleset, we want to switch away from it.
|
||||
// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
|
||||
// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
|
||||
if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
|
||||
beatmap = null;
|
||||
}
|
||||
|
||||
// We may be arriving here due to another component changing the bindable Beatmap.
|
||||
@ -714,7 +718,7 @@ namespace osu.Game.Screens.Select
|
||||
if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
|
||||
return false;
|
||||
|
||||
Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\"");
|
||||
Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")");
|
||||
rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
|
||||
|
||||
// if we have a pending filter operation, we want to run it now.
|
||||
|
@ -46,7 +46,7 @@ namespace osu.Game.Tests.Visual
|
||||
public bool CheckFailed(bool failed)
|
||||
{
|
||||
if (!failed)
|
||||
return ScoreProcessor.HasCompleted && !HealthProcessor.HasFailed;
|
||||
return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
|
||||
|
||||
return HealthProcessor.HasFailed;
|
||||
}
|
||||
|
@ -42,7 +42,7 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
public void Flip() => scrollingInfo.Direction.Value = scrollingInfo.Direction.Value == ScrollingDirection.Up ? ScrollingDirection.Down : ScrollingDirection.Up;
|
||||
|
||||
private class TestScrollingInfo : IScrollingInfo
|
||||
public class TestScrollingInfo : IScrollingInfo
|
||||
{
|
||||
public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
|
||||
IBindable<ScrollingDirection> IScrollingInfo.Direction => Direction;
|
||||
@ -54,7 +54,7 @@ namespace osu.Game.Tests.Visual
|
||||
IScrollAlgorithm IScrollingInfo.Algorithm => Algorithm;
|
||||
}
|
||||
|
||||
private class TestScrollAlgorithm : IScrollAlgorithm
|
||||
public class TestScrollAlgorithm : IScrollAlgorithm
|
||||
{
|
||||
public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
|
||||
|
||||
|
@ -19,7 +19,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="DiffPlex" Version="1.6.1" />
|
||||
<PackageReference Include="Humanizer" Version="2.7.9" />
|
||||
<PackageReference Include="Humanizer" Version="2.8.2" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
|
@ -76,7 +76,7 @@
|
||||
<!-- Xamarin.iOS does not automatically handle transitive dependencies from NuGet packages. -->
|
||||
<ItemGroup Label="Transitive Dependencies">
|
||||
<PackageReference Include="DiffPlex" Version="1.6.1" />
|
||||
<PackageReference Include="Humanizer" Version="2.7.9" />
|
||||
<PackageReference Include="Humanizer" Version="2.8.2" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
|
Loading…
Reference in New Issue
Block a user