Setup basic test and classes for scale adjustment

This commit is contained in:
Dean Herbert 2021-04-26 19:56:49 +09:00
parent 9c62c90cfc
commit 2d17219c8f
4 changed files with 76 additions and 2 deletions

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@ -4,17 +4,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
@ -32,6 +36,32 @@ namespace osu.Game.Tests.Visual.Gameplay
[Resolved]
private OsuConfigManager config { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
Add(new Container
{
RelativeSizeAxes = Axes.Both,
Width = 0.3f,
Children = new Drawable[]
{
new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Alpha = 0.7f,
},
new FillFlowContainer
{
RelativeSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Children = createSkinSourceComponents(),
},
}
});
}
[Test]
public void TestComboCounterIncrementing()
{
@ -74,6 +104,18 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
}
private IReadOnlyList<Drawable> createSkinSourceComponents()
{
var hudComponents = typeof(SkinnableHUDComponent).Assembly.GetTypes().Where(t => typeof(SkinnableHUDComponent).IsAssignableFrom(t)).ToArray();
List<Drawable> drawables = new List<Drawable>();
foreach (var component in hudComponents)
drawables.AddRange(component.CreateSettingsControls());
return drawables;
}
private void createNew(Action<HUDOverlay> action = null)
{
AddStep("create overlay", () =>

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@ -6,7 +6,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class SkinnableAccuracyCounter : SkinnableDrawable, IAccuracyCounter
public class SkinnableAccuracyCounter : SkinnableHUDComponent, IAccuracyCounter
{
public Bindable<double> Current { get; } = new Bindable<double>();

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@ -0,0 +1,32 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// A skinnable HUD component which can be scaled and repositioned at a skinner/user's will.
/// </summary>
public abstract class SkinnableHUDComponent : SkinnableDrawable
{
[SettingSource("Scale", "The scale at which this component should be displayed.")]
public BindableNumber<float> SkinScale { get; } = new BindableFloat(1)
{
Precision = 0.1f,
MinValue = 0.1f,
MaxValue = 10,
Default = 1,
Value = 1,
};
protected SkinnableHUDComponent(ISkinComponent component, Func<ISkinComponent, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.NoScaling)
: base(component, defaultImplementation, allowFallback, confineMode)
{
}
}
}

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@ -10,7 +10,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class SkinnableScoreCounter : SkinnableDrawable, IScoreCounter
public class SkinnableScoreCounter : SkinnableHUDComponent, IScoreCounter
{
public Bindable<double> Current { get; } = new Bindable<double>();