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@ -231,6 +231,36 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
|
||||
AddAssert("slider still has 2 anchors", () => secondSlider.Path.ControlPoints.Count, () => Is.EqualTo(2));
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}
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|
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[Test]
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public void TestControlClickDoesNotDiscardExistingSelectionEvenIfNothingHit()
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{
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var firstSlider = new Slider
|
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{
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StartTime = 0,
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Position = new Vector2(0, 0),
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Path = new SliderPath
|
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{
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ControlPoints =
|
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{
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new PathControlPoint(),
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new PathControlPoint(new Vector2(100))
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}
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}
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};
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|
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AddStep("add object", () => EditorBeatmap.AddRange([firstSlider]));
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AddStep("select first slider", () => EditorBeatmap.SelectedHitObjects.AddRange([firstSlider]));
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AddStep("move mouse to middle of playfield", () => InputManager.MoveMouseTo(blueprintContainer.ScreenSpaceDrawQuad.Centre));
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AddStep("control-click left mouse", () =>
|
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Click(MouseButton.Left);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddAssert("selection preserved", () => EditorBeatmap.SelectedHitObjects.Count, () => Is.EqualTo(1));
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}
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|
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private ComposeBlueprintContainer blueprintContainer
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=> Editor.ChildrenOfType<ComposeBlueprintContainer>().First();
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|
@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested, ref attributes);
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return;
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|
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case StrongNestedHitObject:
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// we never need to deal with these directly.
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// the only thing strong hits do in terms of scoring is double their object's score increase,
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// which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method.
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// not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls!
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return;
|
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}
|
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|
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if (hitObject is DrumRollTick tick)
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|
@ -5,25 +5,64 @@ using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Extensions;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms.RoomStatuses;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.OnlinePlay.Playlists;
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using osu.Game.Tests.Resources;
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using osu.Game.Tests.Visual.OnlinePlay;
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|
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namespace osu.Game.Tests.Visual.Playlists
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{
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public partial class TestScenePlaylistsRoomSubScreen : OnlinePlayTestScene
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{
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private const double track_length = 10000;
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|
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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|
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protected new TestRoomManager RoomManager => (TestRoomManager)base.RoomManager;
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|
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private BeatmapManager beatmaps = null!;
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private RulesetStore rulesets = null!;
|
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private BeatmapSetInfo? importedSet;
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|
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
|
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Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
|
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Dependencies.Cache(new ScoreManager(rulesets, () => beatmaps, LocalStorage, Realm, API));
|
||||
Dependencies.Cache(Realm);
|
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|
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
|
||||
|
||||
Realm.Write(r =>
|
||||
{
|
||||
foreach (var set in r.All<BeatmapSetInfo>())
|
||||
{
|
||||
foreach (var b in set.Beatmaps)
|
||||
{
|
||||
// These will all have a virtual track length of 1000, see WorkingBeatmap.GetVirtualTrack().
|
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b.Length = track_length - 1000;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStatusUpdateOnEnter()
|
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{
|
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@ -69,5 +108,42 @@ namespace osu.Game.Tests.Visual.Playlists
|
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AddAssert("close button present", () => roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
|
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AddUntilStep("wait for close button to disappear", () => !roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
|
||||
}
|
||||
|
||||
[TestCase(120_000, true)] // Definitely enough time.
|
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[TestCase(45_000, true)] // Enough time.
|
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[TestCase(35_000, false)] // Not enough time to complete beatmap after lenience.
|
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[TestCase(20_000, false)] // Not enough time.
|
||||
[TestCase(5_000, false)] // Not enough time to complete beatmap before lenience.
|
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[TestCase(37_500, true, 2)] // Enough time to complete beatmap after mods are applied.
|
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public void TestReadyButtonEnablementPeriod(int offsetMs, bool enabled, double rate = 1)
|
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{
|
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Room room = null!;
|
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PlaylistsRoomSubScreen roomScreen = null!;
|
||||
|
||||
AddStep("create room", () =>
|
||||
{
|
||||
RoomManager.AddRoom(room = new Room
|
||||
{
|
||||
Name = @"Test Room",
|
||||
Host = api.LocalUser.Value,
|
||||
Category = RoomCategory.Normal,
|
||||
StartDate = DateTimeOffset.Now,
|
||||
EndDate = DateTimeOffset.Now.AddMilliseconds(offsetMs),
|
||||
Playlist =
|
||||
[
|
||||
new PlaylistItem(importedSet!.Beatmaps[0])
|
||||
{
|
||||
RequiredMods = rate == 1
|
||||
? []
|
||||
: [new APIMod(new OsuModDoubleTime { SpeedChange = { Value = rate } })]
|
||||
}
|
||||
]
|
||||
});
|
||||
});
|
||||
|
||||
AddStep("push screen", () => LoadScreen(roomScreen = new PlaylistsRoomSubScreen(room)));
|
||||
AddUntilStep("wait for screen load", () => roomScreen.IsCurrentScreen());
|
||||
AddUntilStep("ready button enabled", () => roomScreen.ChildrenOfType<PlaylistsReadyButton>().SingleOrDefault()?.Enabled.Value, () => Is.EqualTo(enabled));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -174,6 +174,11 @@ namespace osu.Game
|
||||
/// </summary>
|
||||
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
|
||||
|
||||
/// <summary>
|
||||
/// Whether the back button is currently displayed.
|
||||
/// </summary>
|
||||
private readonly IBindable<bool> backButtonVisibility = new Bindable<bool>();
|
||||
|
||||
IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
|
||||
|
||||
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
|
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@ -1019,7 +1024,7 @@ namespace osu.Game
|
||||
if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen))
|
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return;
|
||||
|
||||
if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowBackButton && !currentScreen.OnBackButton()))
|
||||
if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowUserExit && !currentScreen.OnBackButton()))
|
||||
ScreenStack.Exit();
|
||||
}
|
||||
},
|
||||
@ -1189,6 +1194,14 @@ namespace osu.Game
|
||||
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
|
||||
};
|
||||
|
||||
backButtonVisibility.ValueChanged += visible =>
|
||||
{
|
||||
if (visible.NewValue)
|
||||
BackButton.Show();
|
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else
|
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BackButton.Hide();
|
||||
};
|
||||
|
||||
// Importantly, this should be run after binding PostNotification to the import handlers so they can present the import after game startup.
|
||||
handleStartupImport();
|
||||
}
|
||||
@ -1581,12 +1594,14 @@ namespace osu.Game
|
||||
|
||||
if (current is IOsuScreen currentOsuScreen)
|
||||
{
|
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backButtonVisibility.UnbindFrom(currentOsuScreen.BackButtonVisibility);
|
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OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
|
||||
API.Activity.UnbindFrom(currentOsuScreen.Activity);
|
||||
}
|
||||
|
||||
if (newScreen is IOsuScreen newOsuScreen)
|
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{
|
||||
backButtonVisibility.BindTo(newOsuScreen.BackButtonVisibility);
|
||||
OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode);
|
||||
API.Activity.BindTo(newOsuScreen.Activity);
|
||||
|
||||
@ -1597,11 +1612,6 @@ namespace osu.Game
|
||||
else
|
||||
Toolbar.Show();
|
||||
|
||||
if (newOsuScreen.AllowBackButton)
|
||||
BackButton.Show();
|
||||
else
|
||||
BackButton.Hide();
|
||||
|
||||
if (newOsuScreen.ShowFooter)
|
||||
{
|
||||
BackButton.Hide();
|
||||
|
@ -26,7 +26,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
|
||||
[Resolved(canBeNull: true)]
|
||||
private OsuGame game { get; set; }
|
||||
|
||||
public override bool AllowBackButton => false;
|
||||
public override bool AllowUserExit => false;
|
||||
|
||||
public override bool AllowExternalScreenChange => false;
|
||||
|
||||
|
@ -184,7 +184,7 @@ namespace osu.Game.Overlays
|
||||
content.ResizeHeightTo(0, animate ? transition_duration : 0, Easing.OutQuint);
|
||||
}
|
||||
|
||||
headerContent.FadeColour(Expanded.Value ? Color4.White : OsuColour.Gray(0.5f), 200, Easing.OutQuint);
|
||||
headerContent.FadeColour(Expanded.Value ? Color4.White : OsuColour.Gray(0.7f), 200, Easing.OutQuint);
|
||||
}
|
||||
|
||||
private void updateFadeState()
|
||||
|
@ -433,7 +433,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// Finishes the current blueprint selection.
|
||||
/// </summary>
|
||||
/// <param name="e">The mouse event which triggered end of selection.</param>
|
||||
/// <returns>Whether a click selection was active.</returns>
|
||||
/// <returns>
|
||||
/// Whether the mouse event is considered to be fully handled.
|
||||
/// If the return value is <see langword="false"/>, the standard click / mouse up action will follow.
|
||||
/// </returns>
|
||||
private bool endClickSelection(MouseButtonEvent e)
|
||||
{
|
||||
// If already handled a selection, double-click, or drag, we don't want to perform a mouse up / click action.
|
||||
@ -443,14 +446,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (e.ControlPressed)
|
||||
{
|
||||
// if a selection didn't occur, we may want to trigger a deselection.
|
||||
|
||||
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
|
||||
// Priority is given to already-selected blueprints.
|
||||
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsHovered).OrderByDescending(b => b.IsSelected))
|
||||
return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
|
||||
|
||||
return false;
|
||||
// can only be reached if there are no hovered blueprints.
|
||||
// in that case, we still want to suppress mouse up / click handling, because when control is pressed,
|
||||
// it is presumed we want to add to existing selection, not remove from it
|
||||
// (unless explicitly control-clicking a selected object, which is handled above).
|
||||
return true;
|
||||
}
|
||||
|
||||
if (selectedBlueprintAlreadySelectedOnMouseDown && SelectedItems.Count == 1)
|
||||
|
@ -80,8 +80,6 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
public override float BackgroundParallaxAmount => 0.1f;
|
||||
|
||||
public override bool AllowBackButton => false;
|
||||
|
||||
public override bool HideOverlaysOnEnter => true;
|
||||
|
||||
public override bool DisallowExternalBeatmapRulesetChanges => true;
|
||||
@ -194,6 +192,8 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool InitialBackButtonVisibility => false;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
|
||||
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
||||
|
||||
@ -760,11 +760,6 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
switch (e.Action)
|
||||
{
|
||||
case GlobalAction.Back:
|
||||
// as we don't want to display the back button, manual handling of exit action is required.
|
||||
this.Exit();
|
||||
return true;
|
||||
|
||||
case GlobalAction.EditorCloneSelection:
|
||||
Clone();
|
||||
return true;
|
||||
|
@ -36,7 +36,7 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
public override float BackgroundParallaxAmount => 0.1f;
|
||||
|
||||
public override bool AllowBackButton => false;
|
||||
public override bool AllowUserExit => false;
|
||||
|
||||
public override bool HideOverlaysOnEnter => true;
|
||||
|
||||
|
@ -5,6 +5,7 @@ using System.Collections.Generic;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Screens.Footer;
|
||||
@ -21,15 +22,21 @@ namespace osu.Game.Screens
|
||||
bool DisallowExternalBeatmapRulesetChanges { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the user can exit this <see cref="IOsuScreen"/> by pressing the back button.
|
||||
/// Whether the user can exit this <see cref="IOsuScreen"/>.
|
||||
/// </summary>
|
||||
bool AllowBackButton { get; }
|
||||
/// <remarks>
|
||||
/// When overriden to <c>false</c>,
|
||||
/// the user is blocked from exiting the screen via the <see cref="GlobalAction.Back"/> action,
|
||||
/// and the back button is hidden from this screen by the initial state of <see cref="BackButtonVisibility"/> being set to hidden.
|
||||
/// </remarks>
|
||||
bool AllowUserExit { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether a footer (and a back button) should be displayed underneath the screen.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Temporarily, the back button is shown regardless of whether <see cref="AllowBackButton"/> is true.
|
||||
/// Temporarily, the footer's own back button is shown regardless of whether <see cref="BackButtonVisibility"/> is set to hidden.
|
||||
/// This will be corrected as the footer becomes used more commonly.
|
||||
/// </remarks>
|
||||
bool ShowFooter { get; }
|
||||
|
||||
@ -59,6 +66,11 @@ namespace osu.Game.Screens
|
||||
/// </summary>
|
||||
IBindable<OverlayActivation> OverlayActivationMode { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the back button should be displayed in this screen.
|
||||
/// </summary>
|
||||
IBindable<bool> BackButtonVisibility { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The current <see cref="UserActivity"/> for this screen.
|
||||
/// </summary>
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Screens.Menu
|
||||
|
||||
public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
|
||||
|
||||
public override bool AllowBackButton => false;
|
||||
public override bool AllowUserExit => false;
|
||||
|
||||
public override bool AllowExternalScreenChange => true;
|
||||
|
||||
|
@ -126,7 +126,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
syncManager = new SpectatorSyncManager(masterClockContainer)
|
||||
{
|
||||
ReadyToStart = performInitialSeek,
|
||||
}
|
||||
},
|
||||
new PlayerSettingsOverlay()
|
||||
};
|
||||
|
||||
for (int i = 0; i < Users.Count; i++)
|
||||
|
@ -180,7 +180,7 @@ namespace osu.Game.Screens.OnlinePlay
|
||||
if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
|
||||
return false;
|
||||
|
||||
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
|
||||
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowUserExit && onlineSubScreen.OnBackButton())
|
||||
return true;
|
||||
|
||||
if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
@ -10,7 +11,9 @@ using osu.Framework.Localisation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Online.Rooms;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Screens.OnlinePlay.Components;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Screens.OnlinePlay.Playlists
|
||||
{
|
||||
@ -19,6 +22,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
|
||||
[Resolved]
|
||||
private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
|
||||
|
||||
[Resolved]
|
||||
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
|
||||
|
||||
private readonly Room room;
|
||||
|
||||
public PlaylistsReadyButton(Room room)
|
||||
@ -63,14 +69,14 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
|
||||
{
|
||||
base.Update();
|
||||
|
||||
Enabled.Value = hasRemainingAttempts && enoughTimeLeft;
|
||||
Enabled.Value = hasRemainingAttempts && enoughTimeLeft();
|
||||
}
|
||||
|
||||
public override LocalisableString TooltipText
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!enoughTimeLeft)
|
||||
if (!enoughTimeLeft())
|
||||
return "No time left!";
|
||||
|
||||
if (!hasRemainingAttempts)
|
||||
@ -80,9 +86,17 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
|
||||
}
|
||||
}
|
||||
|
||||
private bool enoughTimeLeft =>
|
||||
// This should probably consider the length of the currently selected item, rather than a constant 30 seconds.
|
||||
room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(gameBeatmap.Value.Track.Length) < room.EndDate;
|
||||
private bool enoughTimeLeft()
|
||||
{
|
||||
double rate = ModUtils.CalculateRateWithMods(mods.Value);
|
||||
|
||||
// We want to avoid users not being able to submit scores if they chose to not skip,
|
||||
// so track length is chosen over playable length.
|
||||
double trackLength = Math.Round(gameBeatmap.Value.Track.Length / rate);
|
||||
|
||||
// Additional 30 second delay added to account for load and/or submit time.
|
||||
return room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(trackLength) < room.EndDate;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
|
@ -37,7 +37,7 @@ namespace osu.Game.Screens
|
||||
|
||||
public string Description => Title;
|
||||
|
||||
public virtual bool AllowBackButton => true;
|
||||
public virtual bool AllowUserExit => true;
|
||||
|
||||
public virtual bool ShowFooter => false;
|
||||
|
||||
@ -56,6 +56,15 @@ namespace osu.Game.Screens
|
||||
|
||||
IBindable<OverlayActivation> IOsuScreen.OverlayActivationMode => OverlayActivationMode;
|
||||
|
||||
/// <summary>
|
||||
/// The initial visibility state of the back button when this screen is entered for the first time.
|
||||
/// </summary>
|
||||
protected virtual bool InitialBackButtonVisibility => AllowUserExit;
|
||||
|
||||
public readonly Bindable<bool> BackButtonVisibility;
|
||||
|
||||
IBindable<bool> IOsuScreen.BackButtonVisibility => BackButtonVisibility;
|
||||
|
||||
public virtual bool CursorVisible => true;
|
||||
|
||||
protected new OsuGameBase Game => base.Game as OsuGameBase;
|
||||
@ -154,6 +163,7 @@ namespace osu.Game.Screens
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
OverlayActivationMode = new Bindable<OverlayActivation>(InitialOverlayActivationMode);
|
||||
BackButtonVisibility = new Bindable<bool>(InitialBackButtonVisibility);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
|
@ -1,46 +1,102 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// 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.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osuTK;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Screens.Play.PlayerSettings;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Screens.Play.HUD
|
||||
{
|
||||
public partial class PlayerSettingsOverlay : VisibilityContainer
|
||||
public partial class PlayerSettingsOverlay : ExpandingContainer
|
||||
{
|
||||
public VisualSettings VisualSettings { get; private set; }
|
||||
|
||||
private const float padding = 10;
|
||||
|
||||
public const float EXPANDED_WIDTH = player_settings_width + padding * 2;
|
||||
|
||||
private const float player_settings_width = 270;
|
||||
|
||||
private const int fade_duration = 200;
|
||||
|
||||
public readonly VisualSettings VisualSettings;
|
||||
public override void Show() => this.FadeIn(fade_duration);
|
||||
public override void Hide() => this.FadeOut(fade_duration);
|
||||
|
||||
// we'll handle this ourselves because we have slightly custom logic.
|
||||
protected override bool ExpandOnHover => false;
|
||||
|
||||
protected override Container<Drawable> Content => content;
|
||||
|
||||
private readonly FillFlowContainer content;
|
||||
|
||||
public PlayerSettingsOverlay()
|
||||
{
|
||||
Anchor = Anchor.TopRight;
|
||||
Origin = Anchor.TopRight;
|
||||
AutoSizeAxes = Axes.Both;
|
||||
private readonly IconButton button;
|
||||
|
||||
InternalChild = content = new FillFlowContainer
|
||||
private InputManager inputManager = null!;
|
||||
|
||||
public PlayerSettingsOverlay()
|
||||
: base(0, EXPANDED_WIDTH)
|
||||
{
|
||||
Origin = Anchor.TopRight;
|
||||
Anchor = Anchor.TopRight;
|
||||
|
||||
base.Content.Add(content = new FillFlowContainer
|
||||
{
|
||||
Anchor = Anchor.TopRight,
|
||||
Origin = Anchor.TopRight,
|
||||
AutoSizeAxes = Axes.Both,
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(0, 20),
|
||||
Margin = new MarginPadding(padding),
|
||||
Children = new PlayerSettingsGroup[]
|
||||
{
|
||||
VisualSettings = new VisualSettings { Expanded = { Value = false } },
|
||||
new AudioSettings { Expanded = { Value = false } }
|
||||
}
|
||||
};
|
||||
});
|
||||
|
||||
AddInternal(button = new IconButton
|
||||
{
|
||||
Icon = FontAwesome.Solid.Cog,
|
||||
Origin = Anchor.TopRight,
|
||||
Anchor = Anchor.TopLeft,
|
||||
Margin = new MarginPadding(5),
|
||||
Action = () => Expanded.Toggle()
|
||||
});
|
||||
|
||||
AddInternal(new Box
|
||||
{
|
||||
Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0), Color4.Black.Opacity(0.8f)),
|
||||
Depth = float.MaxValue,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
});
|
||||
}
|
||||
|
||||
protected override void PopIn() => this.FadeIn(fade_duration);
|
||||
protected override void PopOut() => this.FadeOut(fade_duration);
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
inputManager = GetContainingInputManager()!;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
Expanded.Value = inputManager.CurrentState.Mouse.Position.X >= button.ScreenSpaceDrawQuad.TopLeft.X;
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(HoverLostEvent e)
|
||||
{
|
||||
// handle un-expanding manually because our children do weird hover blocking stuff.
|
||||
}
|
||||
|
||||
public void AddAtStart(PlayerSettingsGroup drawable) => content.Insert(-1, drawable);
|
||||
}
|
||||
|
@ -115,6 +115,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public HUDOverlay([CanBeNull] DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
|
||||
{
|
||||
Container rightSettings;
|
||||
|
||||
this.drawableRuleset = drawableRuleset;
|
||||
this.mods = mods;
|
||||
|
||||
@ -146,7 +148,6 @@ namespace osu.Game.Screens.Play
|
||||
Children = new Drawable[]
|
||||
{
|
||||
ModDisplay = CreateModsContainer(),
|
||||
PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
|
||||
}
|
||||
},
|
||||
bottomRightElements = new FillFlowContainer
|
||||
@ -164,6 +165,14 @@ namespace osu.Game.Screens.Play
|
||||
HoldToQuit = CreateHoldForMenuButton(),
|
||||
}
|
||||
},
|
||||
rightSettings = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
PlayerSettingsOverlay = new PlayerSettingsOverlay(),
|
||||
}
|
||||
},
|
||||
LeaderboardFlow = new FillFlowContainer
|
||||
{
|
||||
AutoSizeAxes = Axes.Both,
|
||||
@ -173,7 +182,7 @@ namespace osu.Game.Screens.Play
|
||||
},
|
||||
};
|
||||
|
||||
hideTargets = new List<Drawable> { mainComponents, topRightElements };
|
||||
hideTargets = new List<Drawable> { mainComponents, topRightElements, rightSettings };
|
||||
|
||||
if (rulesetComponents != null)
|
||||
hideTargets.Add(rulesetComponents);
|
||||
@ -389,8 +398,6 @@ namespace osu.Game.Screens.Play
|
||||
Origin = Anchor.TopRight,
|
||||
};
|
||||
|
||||
protected PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
{
|
||||
if (e.Repeat)
|
||||
|
@ -57,7 +57,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
public event Action OnGameplayStarted;
|
||||
|
||||
public override bool AllowBackButton => false; // handled by HoldForMenuButton
|
||||
public override bool AllowUserExit => false; // handled by HoldForMenuButton
|
||||
|
||||
protected override bool PlayExitSound => !isRestarting;
|
||||
|
||||
@ -83,6 +83,11 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
protected virtual bool PauseOnFocusLost => true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to show the fail overlay (with buttons to retry / exit) on failing.
|
||||
/// </summary>
|
||||
protected virtual bool ShowFailOverlay => true;
|
||||
|
||||
public Action<bool> RestartRequested;
|
||||
|
||||
private bool isRestarting;
|
||||
@ -1009,6 +1014,9 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
private void onFailComplete()
|
||||
{
|
||||
if (!ShowFailOverlay)
|
||||
return;
|
||||
|
||||
GameplayClockContainer.Stop();
|
||||
|
||||
FailOverlay.Retries = RestartCount;
|
||||
|
@ -485,6 +485,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
if (quickRestart)
|
||||
{
|
||||
BackButtonVisibility.Value = false;
|
||||
|
||||
// A quick restart starts by triggering a fade to black
|
||||
AddInternal(quickRestartBlackLayer = new Box
|
||||
{
|
||||
@ -503,6 +505,8 @@ namespace osu.Game.Screens.Play
|
||||
.Delay(quick_restart_initial_delay)
|
||||
.ScaleTo(1)
|
||||
.FadeInFromZero(500, Easing.OutQuint);
|
||||
|
||||
this.Delay(quick_restart_initial_delay).Schedule(() => BackButtonVisibility.Value = true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -11,6 +11,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Input.Bindings;
|
||||
@ -34,6 +35,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected override UserActivity InitialActivity => new UserActivity.WatchingReplay(Score.ScoreInfo);
|
||||
|
||||
protected override bool ShowFailOverlay => false;
|
||||
|
||||
// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
|
||||
protected override bool CheckModsAllowFailure()
|
||||
{
|
||||
@ -157,6 +160,20 @@ namespace osu.Game.Screens.Play
|
||||
Seek(target);
|
||||
}
|
||||
|
||||
protected override void OnFail()
|
||||
{
|
||||
// Replays will always show the results screen on failing.
|
||||
Scheduler.AddDelayed(() =>
|
||||
{
|
||||
if (!this.IsCurrentScreen())
|
||||
// This player instance may already be in the process of exiting.
|
||||
return;
|
||||
|
||||
ValidForResume = false;
|
||||
this.Push(CreateResults(Score.ScoreInfo));
|
||||
}, RESULTS_DISPLAY_DELAY);
|
||||
}
|
||||
|
||||
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
||||
{
|
||||
}
|
||||
|
@ -401,7 +401,6 @@ namespace osu.Game.Screens.Select
|
||||
if (beatmap == null || bpmLabelContainer == null)
|
||||
return;
|
||||
|
||||
// this doesn't consider mods which apply variable rates, yet.
|
||||
double rate = ModUtils.CalculateRateWithMods(mods.Value);
|
||||
|
||||
int bpmMax = FormatUtils.RoundBPM(beatmap.ControlPointInfo.BPMMaximum, rate);
|
||||
|
@ -10,7 +10,7 @@ namespace osu.Game.Screens
|
||||
/// </summary>
|
||||
public abstract partial class StartupScreen : OsuScreen
|
||||
{
|
||||
public override bool AllowBackButton => false;
|
||||
public override bool AllowUserExit => false;
|
||||
|
||||
public override bool HideOverlaysOnEnter => true;
|
||||
|
||||
|
@ -286,6 +286,7 @@ namespace osu.Game.Utils
|
||||
{
|
||||
double rate = 1;
|
||||
|
||||
// TODO: This doesn't consider mods which apply variable rates, yet.
|
||||
foreach (var mod in mods.OfType<IApplicableToRate>())
|
||||
rate = mod.ApplyToRate(0, rate);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user