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1 Commits

  • Fix phantom beatmap sets appearing on carousel after delete/update
    Regressed in c40c70509e.
    
    As it turns out, `item.Item.Filtered.Value` is not the only condition
    that should be checked to determine if a carousel item should be hidden
    or not - `item.Item.State.Value != CarouselItemState.Collapsed` should
    also be true. This was even available as the `item.Item.Visible`
    convenience property, which is used in this commit.
    
    Failing to check `item.Item.State.Value` led to setting non-zero alpha
    on collapsed carousel items, leading to phantom beatmap sets appearing,
    as the alpha was set in the entire carousel's `Update()` method, thus
    firing every frame.
2680 changed files with 9198 additions and 18351 deletions
-6
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@@ -1,8 +1,2 @@
# Normalize all the line endings
32a74f95a5c80a0ed18e693f13a47522099df5c3
# Partial everything
7bc8908ca9c026fed1d831eb6e58df7624a8d614
# Add a few more missing partial specs
212d78865a6b5f091173a347bad5686834d1d5fe
# Add partial specs in mobile projects too
00c11b2b4e389e48f3995d63484a6bc66a7afbdb
+1 -2
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@@ -58,8 +58,7 @@ body:
The default places to find the logs on desktop platforms are as follows:
- `%AppData%/osu/logs` *on Windows*
- `~/.local/share/osu/logs` *on Linux*
- `~/Library/Application Support/osu/logs` *on macOS*
- `~/.local/share/osu/logs` *on Linux & macOS*
If you have selected a custom location for the game files, you can find the `logs` folder there.
+10 -19
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@@ -31,7 +31,7 @@ jobs:
run: dotnet tool restore
- name: Restore Packages
run: dotnet restore osu.Desktop.slnf
run: dotnet restore
- name: Restore inspectcode cache
uses: actions/cache@v3
@@ -113,36 +113,27 @@ jobs:
with:
dotnet-version: "6.0.x"
- name: Install .NET workloads
run: dotnet workload install maui-android
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v1
- name: Compile
run: dotnet build -c Debug osu.Android.slnf
- name: Build
run: msbuild osu.Android/osu.Android.csproj /restore /p:Configuration=Debug
build-only-ios:
name: Build only (iOS)
# change to macos-latest once GitHub finishes migrating all repositories to macOS 12.
runs-on: macos-12
runs-on: macos-latest
timeout-minutes: 60
steps:
- name: Checkout
uses: actions/checkout@v2
# see https://github.com/actions/runner-images/issues/6771#issuecomment-1354713617
# remove once all workflow VMs use Xcode 14.1
- name: Set Xcode Version
shell: bash
run: |
sudo xcode-select -s "/Applications/Xcode_14.1.app"
echo "MD_APPLE_SDK_ROOT=/Applications/Xcode_14.1.app" >> $GITHUB_ENV
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
- name: Install .NET Workloads
run: dotnet workload install maui-ios
# Contrary to seemingly any other msbuild, msbuild running on macOS/Mono
# cannot accept .sln(f) files as arguments.
# Build just the main game for now.
- name: Build
run: dotnet build -c Debug osu.iOS
run: msbuild osu.iOS/osu.iOS.csproj /restore /p:Configuration=Debug
+1 -1
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@@ -28,7 +28,7 @@ jobs:
timeout-minutes: 5
steps:
- name: Annotate CI run with test results
uses: dorny/test-reporter@v1.6.0
uses: dorny/test-reporter@v1.4.2
with:
artifact: osu-test-results-${{matrix.os.prettyname}}-${{matrix.threadingMode}}
name: Test Results (${{matrix.os.prettyname}}, ${{matrix.threadingMode}})
+102 -53
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@@ -2,87 +2,136 @@
Thank you for showing interest in the development of osu!. We aim to provide a good collaborating environment for everyone involved, and as such have decided to list some of the most important things to keep in mind in the process. The guidelines below have been chosen based on past experience.
These are not "official rules" *per se*, but following them will help everyone deal with things in the most efficient manner.
## Table of contents
1. [Reporting bugs](#reporting-bugs)
2. [Providing general feedback](#providing-general-feedback)
3. [Issue or discussion?](#issue-or-discussion)
4. [Submitting pull requests](#submitting-pull-requests)
5. [Resources](#resources)
1. [I would like to submit an issue!](#i-would-like-to-submit-an-issue)
2. [I would like to submit a pull request!](#i-would-like-to-submit-a-pull-request)
## Reporting bugs
## I would like to submit an issue!
A **bug** is a situation in which there is something clearly *and objectively* wrong with the game. Examples of applicable bug reports are:
Issues, bug reports and feature suggestions are welcomed, though please keep in mind that at any point in time, hundreds of issues are open, which vary in severity and the amount of time needed to address them. As such it's not uncommon for issues to remain unresolved for a long time or even closed outright if they are deemed not important enough to fix in the foreseeable future. Issues that are required to "go live" or otherwise achieve parity with stable are prioritised the most.
- The game crashes to desktop when I start a beatmap
- Friends appear twice in the friend listing
- The game slows down a lot when I play this specific map
- A piece of text is overlapping another piece of text on the screen
* **Before submitting an issue, try searching existing issues first.**
To track bug reports, we primarily use GitHub **issues**. When opening an issue, please keep in mind the following:
For housekeeping purposes, we close issues that overlap with or duplicate other pre-existing issues - you can help us not to have to do that by searching existing issues yourself first. The issue search box, as well as the issue tag system, are tools you can use to check if an issue has been reported before.
- Before opening the issue, please search for any similar existing issues using the text search bar and the issue labels. This includes both open and closed issues (we may have already fixed something, but the fix hasn't yet been released).
- When opening the issue, please fill out as much of the issue template as you can. In particular, please make sure to include logs and screenshots as much as possible. The instructions on how to find the log files are included in the issue template.
- We may ask you for follow-up information to reproduce or debug the problem. Please look out for this and provide follow-up info if we request it.
* **When submitting a bug report, please try to include as much detail as possible.**
If we cannot reproduce the issue, it is deemed low priority, or it is deemed to be specific to your setup in some way, the issue may be downgraded to a discussion. This will be done by a maintainer for you.
Bugs are not equal - some of them will be reproducible every time on pretty much all hardware, while others will be hard to track down due to being specific to particular hardware or even somewhat random in nature. As such, providing as much detail as possible when reporting a bug is hugely appreciated. A good starting set of information consists of:
## Providing general feedback
* the in-game logs, which are located at:
* `%AppData%/osu/logs` (on Windows),
* `~/.local/share/osu/logs` (on Linux and macOS),
* `Android/data/sh.ppy.osulazer/files/logs` (on Android),
* on iOS they can be obtained by connecting your device to your desktop and [copying the `logs` directory from the app's own document storage using iTunes](https://support.apple.com/en-us/HT201301#copy-to-computer),
* your system specifications (including the operating system and platform you are playing on),
* a reproduction scenario (list of steps you have performed leading up to the occurrence of the bug),
* a video or picture of the bug, if at all possible.
If you wish to:
* **Provide more information when asked to do so.**
- provide *subjective* feedback on the game (about how the UI looks, about how the default skin works, about game mechanics, about how the PP and scoring systems work, etc.),
- suggest a new feature to be added to the game,
- report a non-specific problem with the game that you think may be connected to your hardware or operating system specifically,
Sometimes when a bug is more elusive or complicated, none of the information listed above will pinpoint a concrete cause of the problem. In this case we will most likely ask you for additional info, such as a Windows Event Log dump or a copy of your local osu! database (`client.db`). Providing that information is beneficial to both parties - we can track down the problem better, and hopefully fix it for you at some point once we know where it is!
then it is generally best to start with a **discussion** first. Discussions are a good avenue to group subjective feedback on a single topic, or gauge interest in a particular feature request.
* **When submitting a feature proposal, please describe it in the most understandable way you can.**
When opening a discussion, please keep in mind the following:
Communicating your idea for a feature can often be hard, and we would like to avoid any misunderstandings. As such, please try to explain your idea in a short, but understandable manner - it's best to avoid jargon or terms and references that could be considered obscure. A mock-up picture (doesn't have to be good!) of the feature can also go a long way in explaining.
- Use the search function to see if your idea has been proposed before, or if there is already a thread about a particular issue you wish to raise.
- If proposing a feature, please try to explain the feature in as much detail as possible.
- If you're reporting a non-specific problem, please provide applicable logs, screenshots, or video that illustrate the issue.
* **Refrain from posting "+1" comments.**
If a discussion gathers enough traction, then it may be converted into an issue. This will be done by a maintainer for you.
If an issue has already been created, saying that you also experience it without providing any additional details doesn't really help us in any way. To express support for a proposal or indicate that you are also affected by a particular bug, you can use comment reactions instead.
## Issue or discussion?
* **Refrain from asking if an issue has been resolved yet.**
We realise that the line between an issue and a discussion may be fuzzy, so while we ask you to use your best judgement based on the description above, please don't think about it too hard either. Feedback in a slightly wrong place is better than no feedback at all.
As mentioned above, the issue tracker has hundreds of issues open at any given time. Currently the game is being worked on by two members of the core team, and a handful of outside contributors who offer their free time to help out. As such, it can happen that an issue gets placed on the backburner due to being less important; generally posting a comment demanding its resolution some months or years after it is reported is not very likely to increase its priority.
When in doubt, it's probably best to start with a discussion first. We will escalate to issues as needed.
* **Avoid long discussions about non-development topics.**
## Submitting pull requests
GitHub is mostly a developer space, and as such isn't really fit for lengthened discussions about gameplay mechanics (which might not even be in any way confirmed for the final release) and similar non-technical matters. Such matters are probably best addressed at the osu! forums.
While pull requests from unaffiliated contributors are welcome, please note that due to significant community interest and limited review throughput, the core team's primary focus is on the issues which are currently [on the roadmap](https://github.com/orgs/ppy/projects/7/views/6). Reviewing PRs that fall outside of the scope of the roadmap is done on a best-effort basis, so please be aware that it may take a while before a core maintainer gets around to review your change.
## I would like to submit a pull request!
The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues to start with. We also have a [`good-first-issue`](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+label%3Agood-first-issue) label, although from experience it is not used very often, as it is relatively rare that we can spot an issue that will definitively be a good first issue for a new contributor regardless of their programming experience.
We also welcome pull requests from unaffiliated contributors. The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues that you can work on; we also mark issues that we think would be good for newcomers with the [`good-first-issue`](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+label%3Agood-first-issue) label.
In the case of simple issues, a direct PR is okay. However, if you decide to work on an existing issue which doesn't seem trivial, **please ask us first**. This way we can try to estimate if it is a good fit for you and provide the correct direction on how to address it. In addition, note that while we do not rule out external contributors from working on roadmapped issues, we will generally prefer to handle them ourselves unless they're not very time sensitive.
However, do keep in mind that the core team is committed to bringing osu!(lazer) up to par with osu!(stable) first and foremost, so depending on what your contribution concerns, it might not be merged and released right away. Our approach to managing issues and their priorities is described [in the wiki](https://github.com/ppy/osu/wiki/Project-management).
If you'd like to propose a subjective change to one of the visual aspects of the game, or there is a bigger task you'd like to work on, but there is no corresponding issue or discussion thread yet for it, **please open a discussion or issue first** to avoid wasted effort. This in particular applies if you want to work on [one of the available designs from the osu! public Figma library](https://www.figma.com/file/6m10GiGEncVFWmgOoSyakH/osu!-Figma-Library).
Here are some key things to note before jumping in:
Aside from the above, below is a brief checklist of things to watch out when you're preparing your code changes:
* **Make sure you are comfortable with C\# and your development environment.**
- Make sure you're comfortable with the principles of object-oriented programming, the syntax of C\# and your development environment.
- Make sure you are familiar with [git](https://git-scm.com/) and [the pull request workflow](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/proposing-changes-to-your-work-with-pull-requests).
- Please do not make code changes via the GitHub web interface.
- Please add tests for your changes. We expect most new features and bugfixes to have test coverage, unless the effort of adding them is prohibitive. The visual testing methodology we use is described in more detail [here](https://github.com/ppy/osu-framework/wiki/Development-and-Testing).
- Please run tests and code style analysis (via `InspectCode.{ps1,sh}` scripts in the root of this repository) before opening the PR. This is particularly important if you're a first-time contributor, as CI will not run for your PR until we allow it to do so.
While we are accepting of all kinds of contributions, we also have a certain quality standard we'd like to uphold and limited time to review your code. Therefore, we would like to avoid providing entry-level advice, and as such if you're not very familiar with C\# as a programming language, we'd recommend that you start off with a few personal projects to get acquainted with the language's syntax, toolchain and principles of object-oriented programming first.
After you're done with your changes and you wish to open the PR, please observe the following recommendations:
In addition, please take the time to take a look at and get acquainted with the [development and testing](https://github.com/ppy/osu-framework/wiki/Development-and-Testing) procedure we have set up.
- Please submit the pull request from a [topic branch](https://git-scm.com/book/en/v2/Git-Branching-Branching-Workflows#_topic_branch) (not `master`), and keep the *Allow edits from maintainers* check box selected, so that we can push fixes to your PR if necessary.
- Please avoid pushing untested or incomplete code.
- Please do not force-push or rebase unless we ask you to.
- Please do not merge `master` continually if there are no conflicts to resolve. We will do this for you when the change is ready for merge.
* **Make sure you are familiar with git and the pull request workflow.**
We are highly committed to quality when it comes to the osu! project. This means that contributions from less experienced community members can take multiple rounds of review to get to a mergeable state. We try our utmost best to never conflate a person with the code they authored, and to keep the discussion focused on the code at all times. Please consider our comments and requests a learning experience.
[git](https://git-scm.com/) is a distributed version control system that might not be very intuitive at the beginning if you're not familiar with version control. In particular, projects using git have a particular workflow for submitting code changes, which is called the pull request workflow.
If you're uncertain about some part of the codebase or some inner workings of the game and framework, please reach out either by leaving a comment in the relevant issue, discussion, or PR thread, or by posting a message in the [development Discord server](https://discord.gg/ppy). We will try to help you as much as we can.
To make things run more smoothly, we recommend that you look up some online resources to familiarise yourself with the git vocabulary and commands, and practice working with forks and submitting pull requests at your own pace. A high-level overview of the process can be found in [this article by GitHub](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/proposing-changes-to-your-work-with-pull-requests).
## Resources
* **Double-check designs before starting work on new functionality.**
- [Development roadmap](https://github.com/orgs/ppy/projects/7/views/6): What the core team is currently working on
- [`ppy/osu-framework` wiki](https://github.com/ppy/osu-framework/wiki): Contains introductory information about osu!framework, the bespoke 2D game framework we use for the game
- [`ppy/osu` wiki](https://github.com/ppy/osu/wiki): Contains articles about various technical aspects of the game
- [Public Figma library](https://www.figma.com/file/6m10GiGEncVFWmgOoSyakH/osu!-Figma-Library): Contains finished and draft designs for osu!
When implementing new features, keep in mind that we already have a lot of the UI designed. If you wish to work on something with the intention of having it included in the official distribution, please open an issue for discussion and we will give you what you need from a design perspective to proceed. If you want to make *changes* to the design, we recommend you open an issue with your intentions before spending too much time to ensure no effort is wasted.
* **Make sure to submit pull requests off of a topic branch.**
As described in the article linked in the previous point, topic branches help you parallelise your work and separate it from the main `master` branch, and additionally are easier for maintainers to work with. Working with multiple `master` branches across many remotes is difficult to keep track of, and it's easy to make a mistake and push to the wrong `master` branch by accident.
* **Refrain from making changes through the GitHub web interface.**
Even though GitHub provides an option to edit code or replace files in the repository using the web interface, we strongly discourage using it in most scenarios. Editing files this way is inefficient and likely to introduce whitespace or file encoding changes that make it more difficult to review the code.
Code written through the web interface will also very likely be questioned outright by the reviewers, as it is likely that it has not been properly tested or that it will fail continuous integration checks. We strongly encourage using an IDE like [Visual Studio](https://visualstudio.microsoft.com/), [Visual Studio Code](https://code.visualstudio.com/) or [JetBrains Rider](https://www.jetbrains.com/rider/) instead.
* **Add tests for your code whenever possible.**
Automated tests are an essential part of a quality and reliable codebase. They help to make the code more maintainable by ensuring it is safe to reorganise (or refactor) the code in various ways, and also prevent regressions - bugs that resurface after having been fixed at some point in the past. If it is viable, please put in the time to add tests, so that the changes you make can last for a (hopefully) very long time.
* **Run tests before opening a pull request.**
Tying into the previous point, sometimes changes in one part of the codebase can result in unpredictable changes in behaviour in other pieces of the code. This is why it is best to always try to run tests before opening a PR.
Continuous integration will always run the tests for you (and us), too, but it is best not to rely on it, as there might be many builds queued at any time. Running tests on your own will help you be more certain that at the point of clicking the "Create pull request" button, your changes are as ready as can be.
* **Run code style analysis before opening a pull request.**
As part of continuous integration, we also run code style analysis, which is supposed to make sure that your code is formatted the same way as all the pre-existing code in the repository. The reason we enforce a particular code style everywhere is to make sure the codebase is consistent in that regard - having one whitespace convention in one place and another one elsewhere causes disorganisation.
* **Make sure that the pull request is complete before opening it.**
Whether it's fixing a bug or implementing new functionality, it's best that you make sure that the change you want to submit as a pull request is as complete as it can be before clicking the *Create pull request* button. Having to track if a pull request is ready for review or not places additional burden on reviewers.
Draft pull requests are an option, but use them sparingly and within reason. They are best suited to discuss code changes that cannot be easily described in natural language or have a potential large impact on the future direction of the project. When in doubt, don't open drafts unless a maintainer asks you to do so.
* **Only push code when it's ready.**
As an extension of the above, when making changes to an already-open PR, please try to only push changes you are reasonably certain of. Pushing after every commit causes the continuous integration build queue to grow in size, slowing down work and taking up time that could be spent verifying other changes.
* **Make sure to keep the *Allow edits from maintainers* check box checked.**
To speed up the merging process, collaborators and team members will sometimes want to push changes to your branch themselves, to make minor code style adjustments or to otherwise refactor the code without having to describe how they'd like the code to look like in painstaking detail. Having the *Allow edits from maintainers* check box checked lets them do that; without it they are forced to report issues back to you and wait for you to address them.
* **Refrain from continually merging the master branch back to the PR.**
Unless there are merge conflicts that need resolution, there is no need to keep merging `master` back to a branch over and over again. One of the maintainers will merge `master` themselves before merging the PR itself anyway, and continual merge commits can cause CI to get overwhelmed due to queueing up too many builds.
* **Refrain from force-pushing to the PR branch.**
Force-pushing should be avoided, as it can lead to accidentally overwriting a maintainer's changes or CI building wrong commits. We value all history in the project, so there is no need to squash or amend commits in most cases.
The cases in which force-pushing is warranted are very rare (such as accidentally leaking sensitive info in one of the files committed, adding unrelated files, or mis-merging a dependent PR).
* **Be patient when waiting for the code to be reviewed and merged.**
As much as we'd like to review all contributions as fast as possible, our time is limited, as team members have to work on their own tasks in addition to reviewing code. As such, work needs to be prioritised, and it can unfortunately take weeks or months for your PR to be merged, depending on how important it is deemed to be.
* **Don't mistake criticism of code for criticism of your person.**
As mentioned before, we are highly committed to quality when it comes to the osu! project. This means that contributions from less experienced community members can take multiple rounds of review to get to a mergeable state. We try our utmost best to never conflate a person with the code they authored, and to keep the discussion focused on the code at all times. Please consider our comments and requests a learning experience, and don't treat it as a personal attack.
* **Feel free to reach out for help.**
If you're uncertain about some part of the codebase or some inner workings of the game and framework, please reach out either by leaving a comment in the relevant issue or PR thread, or by posting a message in the [development Discord server](https://discord.gg/ppy). We will try to help you as much as we can.
When it comes to which form of communication is best, GitHub generally lends better to longer-form discussions, while Discord is better for snappy call-and-response answers. Use your best discretion when deciding, and try to keep a single discussion in one place instead of moving back and forth.
+4 -2
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@@ -32,7 +32,7 @@ If you are looking to install or test osu! without setting up a development envi
**Latest build:**
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 10.15+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 13.4+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 10.15+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 10+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
| ------------- | ------------- | ------------- | ------------- | ------------- |
- The iOS testflight link may fill up (Apple has a hard limit of 10,000 users). We reset it occasionally when this happens. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements of link resets.
@@ -101,7 +101,9 @@ JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it
## Contributing
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the [contributing guidelines](CONTRIBUTING.md) to understand how to help in the most effective way possible.
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Based on past experiences, we have prepared a [list of contributing guidelines](CONTRIBUTING.md) that should hopefully ease you into our collaboration process and answer the most frequently-asked questions.
Note that while we already have certain standards in place, nothing is set in stone. If you have an issue with the way code is structured, with any libraries we are using, or with any processes involved with contributing, *please* bring it up. We welcome all feedback so we can make contributing to this project as painless as possible.
If you wish to help with localisation efforts, head over to [crowdin](https://crowdin.com/project/osu-web).
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.EmptyFreeform.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new EmptyFreeformRuleset();
}
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform
{
public partial class EmptyFreeformInputManager : RulesetInputManager<EmptyFreeformAction>
public class EmptyFreeformInputManager : RulesetInputManager<EmptyFreeformAction>
{
public EmptyFreeformInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -21,7 +21,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform
{
public partial class EmptyFreeformRuleset : Ruleset
public class EmptyFreeformRuleset : Ruleset
{
public override string Description => "a very emptyfreeformruleset ruleset";
@@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.EmptyFreeform
public override Drawable CreateIcon() => new Icon(ShortName[0]);
public partial class Icon : CompositeDrawable
public class Icon : CompositeDrawable
{
public Icon(char c)
{
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform.Objects.Drawables
{
public partial class DrawableEmptyFreeformHitObject : DrawableHitObject<EmptyFreeformHitObject>
public class DrawableEmptyFreeformHitObject : DrawableHitObject<EmptyFreeformHitObject>
{
public DrawableEmptyFreeformHitObject(EmptyFreeformHitObject hitObject)
: base(hitObject)
@@ -17,7 +17,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform.UI
{
[Cached]
public partial class DrawableEmptyFreeformRuleset : DrawableRuleset<EmptyFreeformHitObject>
public class DrawableEmptyFreeformRuleset : DrawableRuleset<EmptyFreeformHitObject>
{
public DrawableEmptyFreeformRuleset(EmptyFreeformRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform.UI
{
[Cached]
public partial class EmptyFreeformPlayfield : Playfield
public class EmptyFreeformPlayfield : Playfield
{
[BackgroundDependencyLoader]
private void load()
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.EmptyFreeform</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Pippidon.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new PippidonRuleset();
}
@@ -16,7 +16,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
{
public partial class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
public class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
{
private const double time_preempt = 600;
private const double time_fadein = 400;
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonInputManager : RulesetInputManager<PippidonAction>
public class PippidonInputManager : RulesetInputManager<PippidonAction>
{
public PippidonInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -8,7 +8,7 @@ using osu.Framework.Graphics.Textures;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonRulesetIcon : Sprite
public class PippidonRulesetIcon : Sprite
{
private readonly Ruleset ruleset;
@@ -17,7 +17,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class DrawablePippidonRuleset : DrawableRuleset<PippidonHitObject>
public class DrawablePippidonRuleset : DrawableRuleset<PippidonHitObject>
{
public DrawablePippidonRuleset(PippidonRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -10,7 +10,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonCursorContainer : GameplayCursorContainer
public class PippidonCursorContainer : GameplayCursorContainer
{
private Sprite cursorSprite;
private Texture cursorTexture;
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class PippidonPlayfield : Playfield
public class PippidonPlayfield : Playfield
{
protected override GameplayCursorContainer CreateCursor() => new PippidonCursorContainer();
@@ -7,7 +7,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
public class PippidonPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
{
public PippidonPlayfieldAdjustmentContainer()
{
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.Pippidon</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyScrolling.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.EmptyScrolling.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new EmptyScrollingRuleset();
}
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyScrolling
{
public partial class EmptyScrollingInputManager : RulesetInputManager<EmptyScrollingAction>
public class EmptyScrollingInputManager : RulesetInputManager<EmptyScrollingAction>
{
public EmptyScrollingInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyScrolling.Objects.Drawables
{
public partial class DrawableEmptyScrollingHitObject : DrawableHitObject<EmptyScrollingHitObject>
public class DrawableEmptyScrollingHitObject : DrawableHitObject<EmptyScrollingHitObject>
{
public DrawableEmptyScrollingHitObject(EmptyScrollingHitObject hitObject)
: base(hitObject)
@@ -18,7 +18,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.EmptyScrolling.UI
{
[Cached]
public partial class DrawableEmptyScrollingRuleset : DrawableScrollingRuleset<EmptyScrollingHitObject>
public class DrawableEmptyScrollingRuleset : DrawableScrollingRuleset<EmptyScrollingHitObject>
{
public DrawableEmptyScrollingRuleset(EmptyScrollingRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.EmptyScrolling.UI
{
[Cached]
public partial class EmptyScrollingPlayfield : ScrollingPlayfield
public class EmptyScrollingPlayfield : ScrollingPlayfield
{
[BackgroundDependencyLoader]
private void load()
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.EmptyScrolling</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Pippidon.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new PippidonRuleset();
}
@@ -17,7 +17,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
{
public partial class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
public class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
{
private BindableNumber<int> currentLane;
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonInputManager : RulesetInputManager<PippidonAction>
public class PippidonInputManager : RulesetInputManager<PippidonAction>
{
public PippidonInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -9,7 +9,7 @@ using osu.Framework.Graphics.Textures;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonRulesetIcon : Sprite
public class PippidonRulesetIcon : Sprite
{
private readonly Ruleset ruleset;
@@ -18,7 +18,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class DrawablePippidonRuleset : DrawableScrollingRuleset<PippidonHitObject>
public class DrawablePippidonRuleset : DrawableScrollingRuleset<PippidonHitObject>
{
public DrawablePippidonRuleset(PippidonRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -15,7 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonCharacter : BeatSyncedContainer, IKeyBindingHandler<PippidonAction>
public class PippidonCharacter : BeatSyncedContainer, IKeyBindingHandler<PippidonAction>
{
public readonly BindableInt LanePosition = new BindableInt
{
@@ -16,7 +16,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class PippidonPlayfield : ScrollingPlayfield
public class PippidonPlayfield : ScrollingPlayfield
{
public const float LANE_HEIGHT = 70;
@@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Pippidon.UI
});
}
private partial class LaneContainer : BeatSyncedContainer
private class LaneContainer : BeatSyncedContainer
{
private OsuColour colours;
private FillFlowContainer fill;
@@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Pippidon.UI
}
}
private partial class Lane : CompositeDrawable
private class Lane : CompositeDrawable
{
public Lane()
{
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.Pippidon</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
+1 -3
View File
@@ -1,6 +1,6 @@
clone_depth: 1
version: '{branch}-{build}'
image: Visual Studio 2022
image: Visual Studio 2019
cache:
- '%LOCALAPPDATA%\NuGet\v3-cache -> appveyor.yml'
@@ -11,8 +11,6 @@ dotnet_csproj:
before_build:
- cmd: dotnet --info # Useful when version mismatch between CI and local
- cmd: dotnet workload install maui-android # Change to `dotnet workload restore` once there's no old projects
- cmd: dotnet workload install maui-ios # Change to `dotnet workload restore` once there's no old projects
- cmd: nuget restore -verbosity quiet # Only nuget.exe knows both new (.NET Core) and old (Xamarin) projects
build:
+2 -2
View File
@@ -1,6 +1,6 @@
clone_depth: 1
version: '{build}'
image: Visual Studio 2022
image: Visual Studio 2019
test: off
skip_non_tags: true
configuration: Release
@@ -83,4 +83,4 @@ artifacts:
deploy:
- provider: Environment
name: nuget
name: nuget
+54 -13
View File
@@ -1,20 +1,61 @@
<Project>
<PropertyGroup>
<SupportedOSPlatformVersion>21.0</SupportedOSPlatformVersion>
<RuntimeIdentifiers>android-x86;android-arm;android-arm64</RuntimeIdentifiers>
<AndroidPackageFormat>apk</AndroidPackageFormat>
<MandroidI18n>CJK;Mideast;Rare;West;Other;</MandroidI18n>
<AndroidHttpClientHandlerType>Xamarin.Android.Net.AndroidMessageHandler</AndroidHttpClientHandlerType>
<!-- NullabilityInfoContextSupport is disabled by default for Android -->
<NullabilityInfoContextSupport>true</NullabilityInfoContextSupport>
<LangVersion>8.0</LangVersion>
<OutputPath>bin\$(Configuration)</OutputPath>
<WarningLevel>4</WarningLevel>
<SchemaVersion>2.0</SchemaVersion>
<BundleAssemblies>false</BundleAssemblies>
<AotAssemblies>false</AotAssemblies>
<OutputType>Library</OutputType>
<FileAlignment>512</FileAlignment>
<GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
<AndroidApplication>True</AndroidApplication>
<AndroidHttpClientHandlerType>Xamarin.Android.Net.AndroidClientHandler</AndroidHttpClientHandlerType>
<TargetFrameworkVersion>v10.0</TargetFrameworkVersion>
<AndroidUseLatestPlatformSdk>false</AndroidUseLatestPlatformSdk>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
<AndroidEnableSGenConcurrent>true</AndroidEnableSGenConcurrent>
<MandroidI18n>cjk,mideast,other,rare,west</MandroidI18n>
<AndroidLinkMode>SdkOnly</AndroidLinkMode>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<DebugSymbols>True</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>False</Optimize>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<AndroidManagedSymbols>false</AndroidManagedSymbols>
<AndroidUseSharedRuntime>true</AndroidUseSharedRuntime>
<EmbedAssembliesIntoApk>false</EmbedAssembliesIntoApk>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<DebugSymbols>false</DebugSymbols>
<DebugType>None</DebugType>
<Optimize>True</Optimize>
<AndroidManagedSymbols>false</AndroidManagedSymbols>
<AndroidUseSharedRuntime>False</AndroidUseSharedRuntime>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2023.120.0" />
<None Include="$(MSBuildThisFileDirectory)\osu.licenseheader">
<Link>osu.licenseheader</Link>
</None>
</ItemGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Mono.Android" />
<Reference Include="Java.Interop" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.1113.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.1113.0" />
</ItemGroup>
<ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->
<PackageReference Include="Realm" Version="10.18.0" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.
Since Realm objects are not declared directly in Android projects, simply disable Fody. -->
<DisableFody>true</DisableFody>
</PropertyGroup>
</Project>
+1 -1
View File
@@ -11,7 +11,7 @@ using osu.Game.Overlays.Settings;
namespace osu.Android
{
public partial class AndroidJoystickSettings : SettingsSubsection
public class AndroidJoystickSettings : SettingsSubsection
{
protected override LocalisableString Header => JoystickSettingsStrings.JoystickGamepad;
+1 -1
View File
@@ -14,7 +14,7 @@ using osu.Game.Overlays.Settings.Sections.Input;
namespace osu.Android
{
public partial class AndroidMouseSettings : SettingsSubsection
public class AndroidMouseSettings : SettingsSubsection
{
private readonly AndroidMouseHandler mouseHandler;
+1 -1
View File
@@ -11,7 +11,7 @@ using osu.Game;
namespace osu.Android
{
public partial class GameplayScreenRotationLocker : Component
public class GameplayScreenRotationLocker : Component
{
private Bindable<bool> localUserPlaying;
+1 -14
View File
@@ -7,7 +7,6 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using Android.App;
using Android.Content;
@@ -75,23 +74,11 @@ namespace osu.Android
Debug.Assert(Resources?.DisplayMetrics != null);
Point displaySize = new Point();
#pragma warning disable 618 // GetSize is deprecated
WindowManager.DefaultDisplay.GetSize(displaySize);
#pragma warning restore 618
float smallestWidthDp = Math.Min(displaySize.X, displaySize.Y) / Resources.DisplayMetrics.Density;
bool isTablet = smallestWidthDp >= 600f;
RequestedOrientation = DefaultOrientation = isTablet ? ScreenOrientation.FullUser : ScreenOrientation.SensorLandscape;
// Currently (SDK 6.0.200), BundleAssemblies is not runnable for net6-android.
// The assembly files are not available as files either after native AOT.
// Manually load them so that they can be loaded by RulesetStore.loadFromAppDomain.
// REMEMBER to fully uninstall previous version every time when investigating this!
// Don't forget osu.Game.Tests.Android too.
Assembly.Load("osu.Game.Rulesets.Osu");
Assembly.Load("osu.Game.Rulesets.Taiko");
Assembly.Load("osu.Game.Rulesets.Catch");
Assembly.Load("osu.Game.Rulesets.Mania");
}
protected override void OnNewIntent(Intent intent) => handleIntent(intent);
@@ -140,7 +127,7 @@ namespace osu.Android
cursor.MoveToFirst();
int filenameColumn = cursor.GetColumnIndex(IOpenableColumns.DisplayName);
int filenameColumn = cursor.GetColumnIndex(OpenableColumns.DisplayName);
string filename = cursor.GetString(filenameColumn);
// SharpCompress requires archive streams to be seekable, which the stream opened by
+4 -3
View File
@@ -5,7 +5,7 @@
using System;
using Android.App;
using Microsoft.Maui.Devices;
using Android.OS;
using osu.Framework.Allocation;
using osu.Framework.Android.Input;
using osu.Framework.Input.Handlers;
@@ -14,10 +14,11 @@ using osu.Game;
using osu.Game.Overlays.Settings;
using osu.Game.Updater;
using osu.Game.Utils;
using Xamarin.Essentials;
namespace osu.Android
{
public partial class OsuGameAndroid : OsuGame
public class OsuGameAndroid : OsuGame
{
[Cached]
private readonly OsuGameActivity gameActivity;
@@ -47,7 +48,7 @@ namespace osu.Android
// https://stackoverflow.com/questions/52977079/android-sdk-28-versioncode-in-packageinfo-has-been-deprecated
string versionName = string.Empty;
if (OperatingSystem.IsAndroidVersionAtLeast(28))
if (Build.VERSION.SdkInt >= BuildVersionCodes.P)
{
versionName = packageInfo.LongVersionCode.ToString();
// ensure we only read the trailing portion of long (the part we are interested in).
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="sh.ppy.osulazer" android:installLocation="auto">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="31" />
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" package="sh.ppy.osulazer" android:installLocation="auto" android:versionName="0.1.0">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29" />
<application android:allowBackup="true" android:supportsRtl="true" android:label="osu!" android:icon="@drawable/lazer" />
</manifest>
+66 -15
View File
@@ -1,22 +1,73 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\osu.Android.props" />
<PropertyGroup>
<TargetFramework>net6.0-android</TargetFramework>
<OutputType>Exe</OutputType>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{D1D5F9A8-B40B-40E6-B02F-482D03346D3D}</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TemplateGuid>{122416d6-6b49-4ee2-a1e8-b825f31c79fe}</TemplateGuid>
<RootNamespace>osu.Android</RootNamespace>
<AssemblyName>osu.Android</AssemblyName>
<UseMauiEssentials>true</UseMauiEssentials>
<!-- This currently causes random lockups during gameplay. https://github.com/mono/mono/issues/18973 -->
<EnableLLVM>false</EnableLLVM>
<Version>0.0.0</Version>
<ApplicationVersion Condition=" '$(ApplicationVersion)' == '' ">1</ApplicationVersion>
<ApplicationDisplayVersion Condition=" '$(ApplicationDisplayVersion)' == '' ">$(Version)</ApplicationDisplayVersion>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
<EnableLLVM>false</EnableLLVM> <!-- This currently causes random lockups during gameplay. https://github.com/mono/mono/issues/18973 -->
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<AndroidDexTool>d8</AndroidDexTool>
<AndroidLinkTool>r8</AndroidLinkTool>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AndroidLinkMode>None</AndroidLinkMode>
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Mania\osu.Game.Rulesets.Mania.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Osu\osu.Game.Rulesets.Osu.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<Compile Include="AndroidJoystickSettings.cs" />
<Compile Include="AndroidMouseSettings.cs" />
<Compile Include="GameplayScreenRotationLocker.cs" />
<Compile Include="OsuGameActivity.cs" />
<Compile Include="OsuGameAndroid.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
</Project>
<ItemGroup>
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58f6c80c-1253-4a0e-a465-b8c85ebeadf3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Mania\osu.Game.Rulesets.Mania.csproj">
<Project>{48f4582b-7687-4621-9cbe-5c24197cb536}</Project>
<Name>osu.Game.Rulesets.Mania</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Osu\osu.Game.Rulesets.Osu.csproj">
<Project>{c92a607b-1fdd-4954-9f92-03ff547d9080}</Project>
<Name>osu.Game.Rulesets.Osu</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj">
<Project>{f167e17a-7de6-4af5-b920-a5112296c695}</Project>
<Name>osu.Game.Rulesets.Taiko</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2a66dd92-adb1-4994-89e2-c94e04acda0d}</Project>
<Name>osu.Game</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\drawable\lazer.png" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Formats.Asn1">
<Version>5.0.0</Version>
</PackageReference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Xamarin.Essentials" Version="1.7.0" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
</Project>
+1 -1
View File
@@ -20,7 +20,7 @@ using LogLevel = osu.Framework.Logging.LogLevel;
namespace osu.Desktop
{
internal partial class DiscordRichPresence : Component
internal class DiscordRichPresence : Component
{
private const string client_id = "367827983903490050";
+1 -1
View File
@@ -26,7 +26,7 @@ using SDL2;
namespace osu.Desktop
{
internal partial class OsuGameDesktop : OsuGame
internal class OsuGameDesktop : OsuGame
{
private OsuSchemeLinkIPCChannel? osuSchemeLinkIPCChannel;
@@ -16,7 +16,7 @@ namespace osu.Desktop.Security
/// <summary>
/// Checks if the game is running with elevated privileges (as admin in Windows, root in Unix) and displays a warning notification if so.
/// </summary>
public partial class ElevatedPrivilegesChecker : Component
public class ElevatedPrivilegesChecker : Component
{
[Resolved]
private INotificationOverlay notifications { get; set; } = null!;
@@ -63,7 +63,7 @@ namespace osu.Desktop.Security
return false;
}
private partial class ElevatedPrivilegesNotification : SimpleNotification
private class ElevatedPrivilegesNotification : SimpleNotification
{
public override bool IsImportant => true;
+1 -1
View File
@@ -17,7 +17,7 @@ using UpdateManager = osu.Game.Updater.UpdateManager;
namespace osu.Desktop.Updater
{
[SupportedOSPlatform("windows")]
public partial class SquirrelUpdateManager : UpdateManager
public class SquirrelUpdateManager : UpdateManager
{
private Squirrel.UpdateManager? updateManager;
private INotificationOverlay notificationOverlay = null!;
+1 -1
View File
@@ -10,7 +10,7 @@ using osu.Game.Screens.Play;
namespace osu.Desktop.Windows
{
public partial class GameplayWinKeyBlocker : Component
public class GameplayWinKeyBlocker : Component
{
private Bindable<bool> disableWinKey = null!;
private IBindable<bool> localUserPlaying = null!;
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- using a different name because package name cannot contain 'catch' -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="osu.Game.Rulesets.Catch_Tests.Android" android:installLocation="auto">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="31" />
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29" />
<application android:allowBackup="true" android:supportsRtl="true" android:label="osu!catch Test" />
</manifest>
@@ -1,24 +1,49 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\osu.Android.props" />
<PropertyGroup>
<TargetFramework>net6.0-android</TargetFramework>
<OutputType>Exe</OutputType>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C5379ECB-3A94-4D2F-AC3B-2615AC23EB0D}</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TemplateGuid>{122416d6-6b49-4ee2-a1e8-b825f31c79fe}</TemplateGuid>
<RootNamespace>osu.Game.Rulesets.Catch.Tests</RootNamespace>
<AssemblyName>osu.Game.Rulesets.Catch.Tests.Android</AssemblyName>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AndroidLinkMode>None</AndroidLinkMode>
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\**\*.cs" Exclude="**\obj\**">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
<!-- TargetPath is relative to RootNamespace,
and DllResourceStore is relative to AssemblyName. -->
<EmbeddedResource Include="..\osu.Game.Rulesets.Catch.Tests\**\Resources\**\*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<TargetPath>Android\%(RecursiveDir)%(Filename)%(Extension)</TargetPath>
</EmbeddedResource>
<Compile Include="MainActivity.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\*.cs">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58f6c80c-1253-4a0e-a465-b8c85ebeadf3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}</Project>
<Name>osu.Game</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Formats.Asn1">
<Version>5.0.0</Version>
</PackageReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
</Project>
@@ -3,6 +3,7 @@
#nullable disable
using osu.Framework.iOS;
using UIKit;
namespace osu.Game.Rulesets.Catch.Tests.iOS
@@ -11,7 +12,7 @@ namespace osu.Game.Rulesets.Catch.Tests.iOS
{
public static void Main(string[] args)
{
UIApplication.Main(args, null, typeof(AppDelegate));
UIApplication.Main(args, typeof(GameUIApplication), typeof(AppDelegate));
}
}
}
+1 -1
View File
@@ -13,7 +13,7 @@
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>13.4</string>
<string>10.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
@@ -1,19 +1,35 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectGuid>{4004C7B7-1A62-43F1-9DF2-52450FA67E70}</ProjectGuid>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0-ios</TargetFramework>
<SupportedOSPlatformVersion>13.4</SupportedOSPlatformVersion>
<RootNamespace>osu.Game.Rulesets.Catch.Tests</RootNamespace>
<AssemblyName>osu.Game.Rulesets.Catch.Tests.iOS</AssemblyName>
</PropertyGroup>
<Import Project="..\osu.iOS.props" />
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
<LinkDescription Include="..\osu.iOS\Linker.xml">
<Link>Linker.xml</Link>
</LinkDescription>
<Compile Include="Application.cs" />
<Compile Include="AppDelegate.cs" />
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\**\*.cs" Exclude="**\obj\**">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
</ItemGroup>
<ItemGroup Label="Project References">
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}</Project>
<Name>osu.Game</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58F6C80C-1253-4A0E-A465-B8C85EBEADF3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
</ItemGroup>
</Project>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
</Project>
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests
{
public abstract partial class CatchSkinnableTestScene : SkinnableTestScene
public abstract class CatchSkinnableTestScene : SkinnableTestScene
{
protected override Ruleset CreateRulesetForSkinProvider() => new CatchRuleset();
}
@@ -16,7 +16,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class CatchEditorTestSceneContainer : Container
public class CatchEditorTestSceneContainer : Container
{
[Cached(typeof(Playfield))]
public readonly ScrollingPlayfield Playfield;
@@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
};
}
private partial class TestCatchPlayfield : CatchEditorPlayfield
private class TestCatchPlayfield : CatchEditorPlayfield
{
public TestCatchPlayfield()
: base(new BeatmapDifficulty { CircleSize = 0 })
@@ -21,7 +21,7 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public abstract partial class CatchPlacementBlueprintTestScene : PlacementBlueprintTestScene
public abstract class CatchPlacementBlueprintTestScene : PlacementBlueprintTestScene
{
protected const double TIME_SNAP = 100;
@@ -17,7 +17,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public abstract partial class CatchSelectionBlueprintTestScene : SelectionBlueprintTestScene
public abstract class CatchSelectionBlueprintTestScene : SelectionBlueprintTestScene
{
protected ScrollingHitObjectContainer HitObjectContainer => contentContainer.Playfield.HitObjectContainer;
@@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
InputManager.MoveMouseTo(pos);
});
private partial class EditorBeatmapDependencyContainer : Container
private class EditorBeatmapDependencyContainer : Container
{
[Cached]
private readonly EditorClock editorClock;
@@ -20,7 +20,7 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class TestSceneBananaShowerPlacementBlueprint : CatchPlacementBlueprintTestScene
public class TestSceneBananaShowerPlacementBlueprint : CatchPlacementBlueprintTestScene
{
protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableBananaShower((BananaShower)hitObject);
@@ -20,7 +20,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class TestSceneCatchDistanceSnapGrid : OsuManualInputManagerTestScene
public class TestSceneCatchDistanceSnapGrid : OsuManualInputManagerTestScene
{
private readonly ManualClock manualClock = new ManualClock();
@@ -9,7 +9,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
[TestFixture]
public partial class TestSceneEditor : EditorTestScene
public class TestSceneEditor : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new CatchRuleset();
}
@@ -17,7 +17,7 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class TestSceneFruitPlacementBlueprint : CatchPlacementBlueprintTestScene
public class TestSceneFruitPlacementBlueprint : CatchPlacementBlueprintTestScene
{
protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableFruit((Fruit)hitObject);
@@ -19,7 +19,7 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class TestSceneJuiceStreamPlacementBlueprint : CatchPlacementBlueprintTestScene
public class TestSceneJuiceStreamPlacementBlueprint : CatchPlacementBlueprintTestScene
{
private const double velocity_factor = 0.5;
@@ -19,7 +19,7 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public partial class TestSceneJuiceStreamSelectionBlueprint : CatchSelectionBlueprintTestScene
public class TestSceneJuiceStreamSelectionBlueprint : CatchSelectionBlueprintTestScene
{
private JuiceStream hitObject;
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests.Mods
{
public partial class TestSceneCatchModFlashlight : ModTestScene
public class TestSceneCatchModFlashlight : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
@@ -14,40 +14,10 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests.Mods
{
public partial class TestSceneCatchModNoScope : ModTestScene
public class TestSceneCatchModNoScope : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
[Test]
public void TestAlwaysHidden()
{
CreateModTest(new ModTestData
{
Mod = new CatchModNoScope
{
HiddenComboCount = { Value = 0 },
},
Autoplay = true,
PassCondition = () => Player.ScoreProcessor.Combo.Value == 2,
Beatmap = new Beatmap
{
HitObjects = new List<HitObject>
{
new Fruit
{
X = CatchPlayfield.CENTER_X * 0.5f,
StartTime = 1000,
},
new Fruit
{
X = CatchPlayfield.CENTER_X * 1.5f,
StartTime = 2000,
}
}
}
});
}
[Test]
public void TestVisibleDuringBreak()
{
@@ -11,7 +11,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests.Mods
{
public partial class TestSceneCatchModPerfect : ModPerfectTestScene
public class TestSceneCatchModPerfect : ModPerfectTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
@@ -4,10 +4,8 @@
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Cursor;
using osu.Game.Rulesets.Catch.Mods;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
@@ -18,7 +16,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests.Mods
{
public partial class TestSceneCatchModRelax : ModTestScene
public class TestSceneCatchModRelax : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
@@ -57,21 +55,6 @@ namespace osu.Game.Rulesets.Catch.Tests.Mods
}
});
[Test]
public void TestGameCursorHidden()
{
CreateModTest(new ModTestData
{
Mod = new CatchModRelax(),
Autoplay = false,
PassCondition = () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<DrawableCatchRuleset>().Single());
return this.ChildrenOfType<MenuCursorContainer>().Single().State.Value == Visibility.Hidden;
}
});
}
private bool passCondition()
{
var playfield = this.ChildrenOfType<CatchPlayfield>().Single();
@@ -16,7 +16,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneAutoJuiceStream : TestSceneCatchPlayer
public class TestSceneAutoJuiceStream : TestSceneCatchPlayer
{
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
@@ -10,7 +10,7 @@ using osu.Game.Rulesets.Catch.Objects;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneBananaShower : TestSceneCatchPlayer
public class TestSceneBananaShower : TestSceneCatchPlayer
{
[Test]
public void TestBananaShower()
@@ -19,7 +19,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneCatchModHidden : ModTestScene
public class TestSceneCatchModHidden : ModTestScene
{
[Test]
public void TestJuiceStream()
@@ -9,7 +9,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatchPlayer : PlayerTestScene
public class TestSceneCatchPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
}
@@ -16,7 +16,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatchPlayerLegacySkin : LegacySkinPlayerTestScene
public class TestSceneCatchPlayerLegacySkin : LegacySkinPlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new CatchRuleset();
@@ -11,7 +11,7 @@ using osu.Game.Rulesets.Catch.UI;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneCatchReplay : TestSceneCatchPlayer
public class TestSceneCatchReplay : TestSceneCatchPlayer
{
protected override bool Autoplay => true;
@@ -23,7 +23,7 @@ using Direction = osu.Game.Rulesets.Catch.UI.Direction;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneCatchSkinConfiguration : OsuTestScene
public class TestSceneCatchSkinConfiguration : OsuTestScene
{
private Catcher catcher;
@@ -11,7 +11,7 @@ using osu.Game.Rulesets.Catch.UI;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatchStacker : TestSceneCatchPlayer
public class TestSceneCatchStacker : TestSceneCatchPlayer
{
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
@@ -15,7 +15,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatchTouchInput : OsuTestScene
public class TestSceneCatchTouchInput : OsuTestScene
{
[Test]
public void TestBasic()
@@ -27,7 +27,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatcher : OsuTestScene
public class TestSceneCatcher : OsuTestScene
{
[Resolved]
private OsuConfigManager config { get; set; }
@@ -324,7 +324,7 @@ namespace osu.Game.Rulesets.Catch.Tests
}
}
public partial class TestCatcher : Catcher
public class TestCatcher : Catcher
{
public IEnumerable<CaughtObject> CaughtObjects => this.ChildrenOfType<CaughtObject>();
@@ -23,7 +23,7 @@ using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneCatcherArea : CatchSkinnableTestScene
public class TestSceneCatcherArea : CatchSkinnableTestScene
{
private RulesetInfo catchRuleset;
@@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Catch.Tests
catchRuleset = rulesets.GetRuleset(2);
}
private partial class TestCatcherArea : CatcherArea
private class TestCatcherArea : CatcherArea
{
public TestCatcherArea(IBeatmapDifficultyInfo beatmapDifficulty)
{
@@ -19,7 +19,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneComboCounter : CatchSkinnableTestScene
public class TestSceneComboCounter : CatchSkinnableTestScene
{
private ScoreProcessor scoreProcessor = null!;
@@ -21,7 +21,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneDrawableHitObjects : OsuTestScene
public class TestSceneDrawableHitObjects : OsuTestScene
{
private DrawableCatchRuleset drawableRuleset;
private double playfieldTime => drawableRuleset.Playfield.Time.Current;
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.Catch.Mods;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneDrawableHitObjectsHidden : TestSceneDrawableHitObjects
public class TestSceneDrawableHitObjectsHidden : TestSceneDrawableHitObjects
{
[SetUp]
public void SetUp() => Schedule(() =>
@@ -15,7 +15,7 @@ using osu.Game.Rulesets.Catch.Objects.Drawables;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneFruitObjects : CatchSkinnableTestScene
public class TestSceneFruitObjects : CatchSkinnableTestScene
{
protected override void LoadComplete()
{
@@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Catch.Tests
private Drawable createDrawableTinyDroplet() => new TestDrawableCatchHitObjectSpecimen(new DrawableTinyDroplet(new TinyDroplet()));
}
public partial class TestDrawableCatchHitObjectSpecimen : CompositeDrawable
public class TestDrawableCatchHitObjectSpecimen : CompositeDrawable
{
public readonly ManualClock ManualClock;
@@ -12,7 +12,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneFruitRandomness : OsuTestScene
public class TestSceneFruitRandomness : OsuTestScene
{
private readonly DrawableFruit drawableFruit;
private readonly DrawableBanana drawableBanana;
@@ -9,7 +9,7 @@ using osu.Game.Rulesets.Catch.Objects.Drawables;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneFruitVisualChange : TestSceneFruitObjects
public class TestSceneFruitVisualChange : TestSceneFruitObjects
{
private readonly Bindable<int> indexInBeatmap = new Bindable<int>();
private readonly Bindable<bool> hyperDash = new Bindable<bool>();
@@ -17,7 +17,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public partial class TestSceneHyperDash : TestSceneCatchPlayer
public class TestSceneHyperDash : TestSceneCatchPlayer
{
protected override bool Autoplay => true;
@@ -24,7 +24,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneHyperDashColouring : OsuTestScene
public class TestSceneHyperDashColouring : OsuTestScene
{
[Resolved]
private SkinManager skins { get; set; }
@@ -14,7 +14,7 @@ using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneJuiceStream : TestSceneCatchPlayer
public class TestSceneJuiceStream : TestSceneCatchPlayer
{
[Test]
public void TestJuiceStreamEndingCombo()
@@ -18,7 +18,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.Tests
{
public partial class TestSceneLegacyBeatmapSkin : LegacyBeatmapSkinColourTest
public class TestSceneLegacyBeatmapSkin : LegacyBeatmapSkinColourTest
{
[Resolved]
private AudioManager audio { get; set; }
@@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Catch.Tests
protected override ExposedPlayer CreateTestPlayer(bool userHasCustomColours) => new CatchExposedPlayer(userHasCustomColours);
private partial class CatchExposedPlayer : ExposedPlayer
private class CatchExposedPlayer : ExposedPlayer
{
public CatchExposedPlayer(bool userHasCustomColours)
: base(userHasCustomColours)
@@ -1,6 +1,8 @@
// 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
@@ -1,6 +1,8 @@
// 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.
#nullable disable
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
using System.Collections.Generic;
@@ -1,6 +1,8 @@
// 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
+1 -1
View File
@@ -9,7 +9,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Catch
{
[Cached]
public partial class CatchInputManager : RulesetInputManager<CatchAction>
public class CatchInputManager : RulesetInputManager<CatchAction>
{
public CatchInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -1,6 +1,8 @@
// 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
@@ -49,7 +51,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
CatchHitObject? lastObject = null;
CatchHitObject lastObject = null;
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();

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