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synced 2026-05-13 21:53:29 +08:00
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8 Commits
pp-dev
...
2023.914.0
+1
-1
@@ -10,7 +10,7 @@
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<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework.Android" Version="2023.904.0" />
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<PackageReference Include="ppy.osu.Framework.Android" Version="2023.914.0" />
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</ItemGroup>
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<PropertyGroup>
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<!-- Fody does not handle Android build well, and warns when unchanged.
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@@ -506,6 +506,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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}
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[Test]
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[Ignore("Currently broken, first attempt at fixing broke even harder. See https://github.com/ppy/osu/issues/24743.")]
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public void TestInputDoesNotFallThroughOverlappingSliders()
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{
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const double time_first_slider = 1000;
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@@ -549,12 +550,58 @@ namespace osu.Game.Rulesets.Osu.Tests
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addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
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// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
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// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
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addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Hit);
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}
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[Test]
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public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
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{
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const double time_first_circle = 1000;
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const double time_second_circle = 1200;
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const double time_third_circle = 1400;
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Vector2 positionFirstCircle = new Vector2(100);
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Vector2 positionSecondCircle = new Vector2(200);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle,
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle,
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},
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new HitCircle
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{
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StartTime = time_third_circle,
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Position = positionFirstCircle,
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
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new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
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new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[0], 0);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[1], 0);
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addJudgementAssert(hitObjects[2], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[2], 0);
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}
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private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
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@@ -74,10 +74,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(head);
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break;
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case DrawableSliderTail tail:
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@@ -87,29 +83,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(circle);
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break;
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}
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}
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/// <summary>
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/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
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/// The purpose of this method is to restore that behaviour.
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/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
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/// </summary>
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private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
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{
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var oldHitAction = circle.HitArea.Hit;
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circle.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return true;
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};
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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circle.ApplyCustomUpdateState += (dho, state) =>
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@@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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HitAction ??= e.Action;
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HitAction = e.Action;
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return true;
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}
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@@ -286,7 +286,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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if (time - part.Time >= 1)
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continue;
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vertexBatch.Add(new TexturedTrailVertex(renderer)
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y + size.Y * (1 - originPosition.Y)),
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TexturePosition = textureRect.BottomLeft,
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@@ -295,7 +295,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Time = part.Time
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});
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vertexBatch.Add(new TexturedTrailVertex(renderer)
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y + size.Y * (1 - originPosition.Y)),
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TexturePosition = textureRect.BottomRight,
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@@ -304,7 +304,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Time = part.Time
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});
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vertexBatch.Add(new TexturedTrailVertex(renderer)
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y - size.Y * originPosition.Y),
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TexturePosition = textureRect.TopRight,
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@@ -313,7 +313,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Time = part.Time
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});
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vertexBatch.Add(new TexturedTrailVertex(renderer)
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y - size.Y * originPosition.Y),
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TexturePosition = textureRect.TopLeft,
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@@ -362,22 +362,12 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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[VertexMember(1, VertexAttribPointerType.Float)]
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public float Time;
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[VertexMember(1, VertexAttribPointerType.Int)]
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private readonly int maskingIndex;
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public TexturedTrailVertex(IRenderer renderer)
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{
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this = default;
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maskingIndex = renderer.CurrentMaskingIndex;
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}
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public bool Equals(TexturedTrailVertex other)
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{
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return Position.Equals(other.Position)
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&& TexturePosition.Equals(other.TexturePosition)
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&& Colour.Equals(other.Colour)
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&& Time.Equals(other.Time)
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&& maskingIndex == other.maskingIndex;
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&& Time.Equals(other.Time);
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}
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}
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}
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@@ -13,7 +13,7 @@ layout(location = 4) out mediump vec2 v_BlendRange;
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void main(void)
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{
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// Transform from screen space to masking space.
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highp vec3 maskingPos = g_MaskingInfo.ToMaskingSpace * vec3(m_Position, 1.0);
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highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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v_Colour = m_Colour;
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@@ -126,9 +126,12 @@ namespace osu.Game.Screens
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private void load(ShaderManager manager)
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{
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2_NO_MASKING, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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}
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@@ -36,8 +36,8 @@
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="Realm" Version="11.1.2" />
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<PackageReference Include="ppy.osu.Framework" Version="2023.904.0" />
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<PackageReference Include="ppy.osu.Game.Resources" Version="2023.822.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2023.914.0" />
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<PackageReference Include="ppy.osu.Game.Resources" Version="2023.914.0" />
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<PackageReference Include="Sentry" Version="3.28.1" />
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<PackageReference Include="SharpCompress" Version="0.32.2" />
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<PackageReference Include="NUnit" Version="3.13.3" />
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+1
-1
@@ -23,6 +23,6 @@
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<RuntimeIdentifier>iossimulator-x64</RuntimeIdentifier>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2023.904.0" />
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2023.914.0" />
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</ItemGroup>
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</Project>
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