1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-05 10:45:36 +08:00

Compare commits

...

31 Commits

Author SHA1 Message Date
Dean Herbert
f7f6a6aaba
Merge 8f7d2752c0 into be05f2a1c2 2024-12-03 16:58:59 +09:00
Dan Balasescu
be05f2a1c2
Merge pull request #30929 from timschumi/rate-change-ready
Account for rate changing mods when disabling the "Ready" button
2024-12-03 16:30:16 +09:00
Dan Balasescu
6ff1dec7b2
Add tests 2024-12-03 15:45:58 +09:00
Dean Herbert
ce4aac4184
Merge pull request #30917 from bdach/fix-incorrect-taiko-legacy-combo
Fix strong drum rolls being counted for double the combo in legacy scoring attributes
2024-12-02 20:08:49 -08:00
Tim Schumacher
e920cfa187 Move rate-changing TODO to a common place in CalculateRateWithMods 2024-12-02 23:49:51 +01:00
Dean Herbert
ce8e4120b7
Merge pull request #30947 from bdach/undesirable-deselect-on-control-click
Do not deselect objects when control-clicking without hitting anything
2024-12-02 07:17:27 -08:00
Bartłomiej Dach
b505ecc7ba
Do not deselect objects when control-clicking without hitting anything
As per feedback in
https://discord.com/channels/90072389919997952/1259818301517725707/1310270647187935284.
2024-12-02 13:51:43 +01:00
Bartłomiej Dach
b14dde937d
Add failing test case 2024-12-02 13:51:41 +01:00
Bartłomiej Dach
6c0ccc5ebe
Merge pull request #30863 from frenzibyte/improve-back-button-display
Delay back button appearance when performing a quick restart
2024-12-02 11:49:45 +01:00
Bartłomiej Dach
52b8753a12
Merge pull request #30749 from Sheppsu/multi-spectator-settings-sidebar
Add player settings to multi spectator screen
2024-12-02 11:34:57 +01:00
Dean Herbert
23522b02d8
Use local instead of field for local only usage 2024-12-01 19:53:57 +09:00
Dean Herbert
6afe083ec9
Fix settings showing up during gameplay 2024-12-01 18:44:26 +09:00
Dean Herbert
ddac71628d
Merge branch 'master' into multi-spectator-settings-sidebar 2024-12-01 18:33:46 +09:00
Tim Schumacher
164b809c89 Document ready button enable state with some comments 2024-11-30 23:02:22 +01:00
Tim Schumacher
f4e155bfa6 Account for rate changing mods when disabling the "Ready" button 2024-11-30 16:01:32 +01:00
Bartłomiej Dach
3cfa455369
Fix strong drum rolls being counted for double the combo in legacy scoring attributes 2024-11-29 10:54:32 +01:00
Salman Alshamrani
932afcde01 Make editor make sense 2024-11-28 17:43:32 -05:00
Salman Alshamrani
f792b6de00 Fix comment 2024-11-27 06:07:10 -05:00
Salman Alshamrani
4ae3ccfe48 Make BackButtonVisibility in game class private 2024-11-27 06:05:02 -05:00
Dean Herbert
0f73941808
Combine new implementation back into the old one and use everywhere 2024-11-27 17:47:42 +09:00
Dean Herbert
7fdf13911b
Adjust the colour of non-pinned settings groups' headers to be more legible 2024-11-27 17:47:27 +09:00
Dean Herbert
782ce24ca6
Move player settings out of right flow 2024-11-27 17:09:15 +09:00
Dean Herbert
9c707ed341
Rename class and fix padding considerations 2024-11-27 16:47:54 +09:00
Dean Herbert
5ce55e9cb4
Merge branch 'master' into multi-spectator-settings-sidebar 2024-11-27 16:35:05 +09:00
Salman Alshamrani
3e1b4f4ac5 Rename AllowBackButton to AllowUserExit and rewrite visibility flow structure
Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-11-26 16:52:39 -05:00
Salman Alshamrani
ae9119eef0 Hide back button when quick-restarting unless load time takes long 2024-11-24 05:40:06 -05:00
Salman Alshamrani
2420793466 Allow controlling back button visibility state from screens 2024-11-24 05:39:43 -05:00
Sheppsu
3713bb48b7 expand and contract settings from hover 2024-11-23 01:09:58 -05:00
Sheppsu
7d4062d2ad remove redundant Scale attribute 2024-11-18 04:04:28 -05:00
Sheppsu
29e7adcd3b add player settings to multi spectator screen 2024-11-18 03:57:50 -05:00
Dean Herbert
8f7d2752c0
Show results screen when reaching the end of a failed replay
Addresses https://github.com/ppy/osu/discussions/30577.

Consider this a RFC. There's multiple ways this could be implemented,
but I went for the most stand-alone approach, bypassing all the score
preparation and progress logic (because it's probably simplest this
way?).
2024-11-14 15:37:04 +09:00
23 changed files with 306 additions and 54 deletions

View File

@ -231,6 +231,36 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddAssert("slider still has 2 anchors", () => secondSlider.Path.ControlPoints.Count, () => Is.EqualTo(2));
}
[Test]
public void TestControlClickDoesNotDiscardExistingSelectionEvenIfNothingHit()
{
var firstSlider = new Slider
{
StartTime = 0,
Position = new Vector2(0, 0),
Path = new SliderPath
{
ControlPoints =
{
new PathControlPoint(),
new PathControlPoint(new Vector2(100))
}
}
};
AddStep("add object", () => EditorBeatmap.AddRange([firstSlider]));
AddStep("select first slider", () => EditorBeatmap.SelectedHitObjects.AddRange([firstSlider]));
AddStep("move mouse to middle of playfield", () => InputManager.MoveMouseTo(blueprintContainer.ScreenSpaceDrawQuad.Centre));
AddStep("control-click left mouse", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Click(MouseButton.Left);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("selection preserved", () => EditorBeatmap.SelectedHitObjects.Count, () => Is.EqualTo(1));
}
private ComposeBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<ComposeBlueprintContainer>().First();

View File

@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested, ref attributes);
return;
case StrongNestedHitObject:
// we never need to deal with these directly.
// the only thing strong hits do in terms of scoring is double their object's score increase,
// which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method.
// not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls!
return;
}
if (hitObject is DrumRollTick tick)

View File

@ -5,25 +5,64 @@ using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Rooms;
using osu.Game.Online.Rooms.RoomStatuses;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Tests.Resources;
using osu.Game.Tests.Visual.OnlinePlay;
namespace osu.Game.Tests.Visual.Playlists
{
public partial class TestScenePlaylistsRoomSubScreen : OnlinePlayTestScene
{
private const double track_length = 10000;
[Resolved]
private IAPIProvider api { get; set; } = null!;
protected new TestRoomManager RoomManager => (TestRoomManager)base.RoomManager;
private BeatmapManager beatmaps = null!;
private RulesetStore rulesets = null!;
private BeatmapSetInfo? importedSet;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
Dependencies.Cache(new ScoreManager(rulesets, () => beatmaps, LocalStorage, Realm, API));
Dependencies.Cache(Realm);
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().
b.Length = track_length - 1000;
}
}
});
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
}
[Test]
public void TestStatusUpdateOnEnter()
{
@ -69,5 +108,42 @@ namespace osu.Game.Tests.Visual.Playlists
AddAssert("close button present", () => roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
AddUntilStep("wait for close button to disappear", () => !roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
}
[TestCase(120_000, true)] // Definitely enough time.
[TestCase(45_000, true)] // Enough time.
[TestCase(35_000, false)] // Not enough time to complete beatmap after lenience.
[TestCase(20_000, false)] // Not enough time.
[TestCase(5_000, false)] // Not enough time to complete beatmap before lenience.
[TestCase(37_500, true, 2)] // Enough time to complete beatmap after mods are applied.
public void TestReadyButtonEnablementPeriod(int offsetMs, bool enabled, double rate = 1)
{
Room room = null!;
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));
}
}
}

View File

@ -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>();
@ -1019,7 +1024,7 @@ namespace osu.Game
if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen))
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();
else
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)
{
backButtonVisibility.UnbindFrom(currentOsuScreen.BackButtonVisibility);
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
API.Activity.UnbindFrom(currentOsuScreen.Activity);
}
if (newScreen is IOsuScreen newOsuScreen)
{
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();

View File

@ -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;

View File

@ -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()

View File

@ -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)

View File

@ -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;

View File

@ -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;

View File

@ -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>

View File

@ -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;

View File

@ -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++)

View File

@ -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))

View File

@ -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)
{

View File

@ -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)]

View File

@ -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);
}

View File

@ -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)

View File

@ -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;

View File

@ -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
{

View File

@ -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)
{
}

View File

@ -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);

View File

@ -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;

View File

@ -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);