From a8cbd400d36b8997a0ba87ae1ec55227381764fd Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Mon, 5 Oct 2020 13:17:13 +0900 Subject: [PATCH 01/21] Ensure virtual track time is long enough for test beatmaps --- osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs | 5 ++--- osu.Game/Tests/Visual/OsuTestScene.cs | 10 ++++++---- 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs b/osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs index ab4fb38657..1e43e5d148 100644 --- a/osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs +++ b/osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs @@ -180,9 +180,8 @@ namespace osu.Game.Tests.Beatmaps private readonly BeatmapInfo skinBeatmapInfo; private readonly IResourceStore<byte[]> resourceStore; - public TestWorkingBeatmap(BeatmapInfo skinBeatmapInfo, IResourceStore<byte[]> resourceStore, IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, - double length = 60000) - : base(beatmap, storyboard, referenceClock, audio, length) + public TestWorkingBeatmap(BeatmapInfo skinBeatmapInfo, IResourceStore<byte[]> resourceStore, IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio) + : base(beatmap, storyboard, referenceClock, audio) { this.skinBeatmapInfo = skinBeatmapInfo; this.resourceStore = resourceStore; diff --git a/osu.Game/Tests/Visual/OsuTestScene.cs b/osu.Game/Tests/Visual/OsuTestScene.cs index b59a1db403..6e2fd0a6d7 100644 --- a/osu.Game/Tests/Visual/OsuTestScene.cs +++ b/osu.Game/Tests/Visual/OsuTestScene.cs @@ -23,6 +23,7 @@ using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.UI; using osu.Game.Screens; using osu.Game.Storyboards; @@ -222,18 +223,19 @@ namespace osu.Game.Tests.Visual /// <param name="storyboard">The storyboard.</param> /// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param> /// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param> - /// <param name="length">The length of the returned virtual track.</param> - public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, double length = 60000) + public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio) : base(beatmap, storyboard, audio) { + double lastObjectTime = beatmap.HitObjects.LastOrDefault()?.GetEndTime() ?? 60000; + if (referenceClock != null) { store = new TrackVirtualStore(referenceClock); audio.AddItem(store); - track = store.GetVirtual(length); + track = store.GetVirtual(lastObjectTime); } else - track = audio?.Tracks.GetVirtual(length); + track = audio?.Tracks.GetVirtual(lastObjectTime); } ~ClockBackedTestWorkingBeatmap() From 21bf93a7c2b6d07e4e825c6b14f59a4ea3edd0af Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Mon, 5 Oct 2020 13:29:36 +0900 Subject: [PATCH 02/21] Ensure there's a buffer after the last hitobject to allow certain replay tests to complete correctly --- osu.Game/Tests/Visual/OsuTestScene.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/osu.Game/Tests/Visual/OsuTestScene.cs b/osu.Game/Tests/Visual/OsuTestScene.cs index 6e2fd0a6d7..e3f07dbad4 100644 --- a/osu.Game/Tests/Visual/OsuTestScene.cs +++ b/osu.Game/Tests/Visual/OsuTestScene.cs @@ -226,16 +226,18 @@ namespace osu.Game.Tests.Visual public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio) : base(beatmap, storyboard, audio) { - double lastObjectTime = beatmap.HitObjects.LastOrDefault()?.GetEndTime() ?? 60000; + var lastHitObject = beatmap.HitObjects.LastOrDefault(); + + double trackLength = lastHitObject?.GetEndTime() + 2000 ?? 60000; if (referenceClock != null) { store = new TrackVirtualStore(referenceClock); audio.AddItem(store); - track = store.GetVirtual(lastObjectTime); + track = store.GetVirtual(trackLength); } else - track = audio?.Tracks.GetVirtual(lastObjectTime); + track = audio?.Tracks.GetVirtual(trackLength); } ~ClockBackedTestWorkingBeatmap() From 4b8188065504cf88de4c8cb487a180f1a0696904 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Mon, 5 Oct 2020 14:04:04 +0900 Subject: [PATCH 03/21] Account for potentially longer non-last objects --- osu.Game/Tests/Visual/OsuTestScene.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/osu.Game/Tests/Visual/OsuTestScene.cs b/osu.Game/Tests/Visual/OsuTestScene.cs index e3f07dbad4..8886188d95 100644 --- a/osu.Game/Tests/Visual/OsuTestScene.cs +++ b/osu.Game/Tests/Visual/OsuTestScene.cs @@ -226,9 +226,11 @@ namespace osu.Game.Tests.Visual public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio) : base(beatmap, storyboard, audio) { - var lastHitObject = beatmap.HitObjects.LastOrDefault(); + double trackLength = 60000; - double trackLength = lastHitObject?.GetEndTime() + 2000 ?? 60000; + if (beatmap.HitObjects.Count > 0) + // add buffer after last hitobject to allow for final replay frames etc. + trackLength = beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000; if (referenceClock != null) { From 7fead6ee41dcf4a242eec2d0b13df47d6c2fd50c Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Mon, 5 Oct 2020 14:22:32 +0900 Subject: [PATCH 04/21] Add comment making mania test behaviour clearer --- osu.Game.Rulesets.Mania.Tests/TestSceneOutOfOrderHits.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/osu.Game.Rulesets.Mania.Tests/TestSceneOutOfOrderHits.cs b/osu.Game.Rulesets.Mania.Tests/TestSceneOutOfOrderHits.cs index ab840e1c46..e8c2472c3b 100644 --- a/osu.Game.Rulesets.Mania.Tests/TestSceneOutOfOrderHits.cs +++ b/osu.Game.Rulesets.Mania.Tests/TestSceneOutOfOrderHits.cs @@ -35,6 +35,7 @@ namespace osu.Game.Rulesets.Mania.Tests objects.Add(new Note { StartTime = time }); + // don't hit the first note if (i > 0) { frames.Add(new ManiaReplayFrame(time + 10, ManiaAction.Key1)); From 71e373ff511de83b10282992570165f087741551 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 16:11:25 +0900 Subject: [PATCH 05/21] Make results panels aware of whether they are a local score that has just been set --- osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs | 2 +- osu.Game.Tests/Visual/Ranking/TestSceneScorePanel.cs | 2 +- .../Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs | 2 +- .../Ranking/Expanded/ExpandedPanelMiddleContent.cs | 8 ++++++-- osu.Game/Screens/Ranking/ResultsScreen.cs | 2 +- osu.Game/Screens/Ranking/ScorePanel.cs | 7 +++++-- osu.Game/Screens/Ranking/ScorePanelList.cs | 5 +++-- 7 files changed, 18 insertions(+), 10 deletions(-) diff --git a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs index 1e87893f39..f69ccc1773 100644 --- a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs +++ b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs @@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Ranking } } }, - new AccuracyCircle(score) + new AccuracyCircle(score, false) { Anchor = Anchor.Centre, Origin = Anchor.Centre, diff --git a/osu.Game.Tests/Visual/Ranking/TestSceneScorePanel.cs b/osu.Game.Tests/Visual/Ranking/TestSceneScorePanel.cs index 250fdc5ebd..5af55e99f8 100644 --- a/osu.Game.Tests/Visual/Ranking/TestSceneScorePanel.cs +++ b/osu.Game.Tests/Visual/Ranking/TestSceneScorePanel.cs @@ -103,7 +103,7 @@ namespace osu.Game.Tests.Visual.Ranking private void addPanelStep(ScoreInfo score, PanelState state = PanelState.Expanded) => AddStep("add panel", () => { - Child = panel = new ScorePanel(score) + Child = panel = new ScorePanel(score, true) { Anchor = Anchor.Centre, Origin = Anchor.Centre, diff --git a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs index 45da23f1f9..337665b51f 100644 --- a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs +++ b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs @@ -78,7 +78,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy private Container<RankBadge> badges; private RankText rankText; - public AccuracyCircle(ScoreInfo score) + public AccuracyCircle(ScoreInfo score, bool withFlair) { this.score = score; } diff --git a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs index 30747438c3..5f8609d190 100644 --- a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs +++ b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs @@ -29,6 +29,8 @@ namespace osu.Game.Screens.Ranking.Expanded private const float padding = 10; private readonly ScoreInfo score; + private readonly bool withFlair; + private readonly List<StatisticDisplay> statisticDisplays = new List<StatisticDisplay>(); private FillFlowContainer starAndModDisplay; @@ -41,9 +43,11 @@ namespace osu.Game.Screens.Ranking.Expanded /// Creates a new <see cref="ExpandedPanelMiddleContent"/>. /// </summary> /// <param name="score">The score to display.</param> - public ExpandedPanelMiddleContent(ScoreInfo score) + /// <param name="withFlair">Whether to add flair for a new score being set.</param> + public ExpandedPanelMiddleContent(ScoreInfo score, bool withFlair = false) { this.score = score; + this.withFlair = withFlair; RelativeSizeAxes = Axes.Both; Masking = true; @@ -116,7 +120,7 @@ namespace osu.Game.Screens.Ranking.Expanded Margin = new MarginPadding { Top = 40 }, RelativeSizeAxes = Axes.X, Height = 230, - Child = new AccuracyCircle(score) + Child = new AccuracyCircle(score, withFlair) { Anchor = Anchor.Centre, Origin = Anchor.Centre, diff --git a/osu.Game/Screens/Ranking/ResultsScreen.cs b/osu.Game/Screens/Ranking/ResultsScreen.cs index 026ce01857..f8bdf0140c 100644 --- a/osu.Game/Screens/Ranking/ResultsScreen.cs +++ b/osu.Game/Screens/Ranking/ResultsScreen.cs @@ -149,7 +149,7 @@ namespace osu.Game.Screens.Ranking }; if (Score != null) - ScorePanelList.AddScore(Score); + ScorePanelList.AddScore(Score, true); if (player != null && allowRetry) { diff --git a/osu.Game/Screens/Ranking/ScorePanel.cs b/osu.Game/Screens/Ranking/ScorePanel.cs index ee97ee55eb..6e6227da38 100644 --- a/osu.Game/Screens/Ranking/ScorePanel.cs +++ b/osu.Game/Screens/Ranking/ScorePanel.cs @@ -85,6 +85,8 @@ namespace osu.Game.Screens.Ranking public readonly ScoreInfo Score; + private readonly bool isNewLocalScore; + private Container content; private Container topLayerContainer; @@ -97,9 +99,10 @@ namespace osu.Game.Screens.Ranking private Container middleLayerContentContainer; private Drawable middleLayerContent; - public ScorePanel(ScoreInfo score) + public ScorePanel(ScoreInfo score, bool isNewLocalScore = false) { Score = score; + this.isNewLocalScore = isNewLocalScore; } [BackgroundDependencyLoader] @@ -209,7 +212,7 @@ namespace osu.Game.Screens.Ranking middleLayerBackground.FadeColour(expanded_middle_layer_colour, resize_duration, Easing.OutQuint); topLayerContentContainer.Add(topLayerContent = new ExpandedPanelTopContent(Score.User).With(d => d.Alpha = 0)); - middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score).With(d => d.Alpha = 0)); + middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score, isNewLocalScore).With(d => d.Alpha = 0)); break; case PanelState.Contracted: diff --git a/osu.Game/Screens/Ranking/ScorePanelList.cs b/osu.Game/Screens/Ranking/ScorePanelList.cs index 0d7d339df0..cc163ba762 100644 --- a/osu.Game/Screens/Ranking/ScorePanelList.cs +++ b/osu.Game/Screens/Ranking/ScorePanelList.cs @@ -95,9 +95,10 @@ namespace osu.Game.Screens.Ranking /// Adds a <see cref="ScoreInfo"/> to this list. /// </summary> /// <param name="score">The <see cref="ScoreInfo"/> to add.</param> - public ScorePanel AddScore(ScoreInfo score) + /// <param name="isNewLocalScore">Whether this is a score that has just been achieved locally. Controls whether flair is added to the display or not.</param> + public ScorePanel AddScore(ScoreInfo score, bool isNewLocalScore = false) { - var panel = new ScorePanel(score) + var panel = new ScorePanel(score, isNewLocalScore) { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, From 11f85779d5222f24fa9d0edd8097398417407b6a Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 17:03:45 +0900 Subject: [PATCH 06/21] Fix panel expanded state being updated multiple times unnecessarily --- osu.Game/Screens/Ranking/ScorePanelList.cs | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/osu.Game/Screens/Ranking/ScorePanelList.cs b/osu.Game/Screens/Ranking/ScorePanelList.cs index cc163ba762..e85580a734 100644 --- a/osu.Game/Screens/Ranking/ScorePanelList.cs +++ b/osu.Game/Screens/Ranking/ScorePanelList.cs @@ -119,7 +119,10 @@ namespace osu.Game.Screens.Ranking })); if (SelectedScore.Value == score) - selectedScoreChanged(new ValueChangedEvent<ScoreInfo>(SelectedScore.Value, SelectedScore.Value)); + { + if (IsLoaded) + SelectedScore.TriggerChange(); + } else { // We want the scroll position to remain relative to the expanded panel. When a new panel is added after the expanded panel, nothing needs to be done. @@ -143,11 +146,15 @@ namespace osu.Game.Screens.Ranking /// <param name="score">The <see cref="ScoreInfo"/> to present.</param> private void selectedScoreChanged(ValueChangedEvent<ScoreInfo> score) { - // Contract the old panel. - foreach (var t in flow.Where(t => t.Panel.Score == score.OldValue)) + // avoid contracting panels unnecessarily when TriggerChange is fired manually. + if (score.OldValue != score.NewValue) { - t.Panel.State = PanelState.Contracted; - t.Margin = new MarginPadding(); + // Contract the old panel. + foreach (var t in flow.Where(t => t.Panel.Score == score.OldValue)) + { + t.Panel.State = PanelState.Contracted; + t.Margin = new MarginPadding(); + } } // Find the panel corresponding to the new score. From 0a0239a7c799b88049f4a4ca524a58d6f6839a2d Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 17:04:33 +0900 Subject: [PATCH 07/21] Only play results panel animation once (and only for the local user) --- .../Ranking/Expanded/ExpandedPanelMiddleContent.cs | 3 +++ osu.Game/Screens/Ranking/ScorePanel.cs | 11 +++++++---- 2 files changed, 10 insertions(+), 4 deletions(-) diff --git a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs index 5f8609d190..711763330c 100644 --- a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs +++ b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs @@ -270,6 +270,9 @@ namespace osu.Game.Screens.Ranking.Expanded delay += 200; } } + + if (!withFlair) + FinishTransforms(true); }); } } diff --git a/osu.Game/Screens/Ranking/ScorePanel.cs b/osu.Game/Screens/Ranking/ScorePanel.cs index 6e6227da38..df710e4eb8 100644 --- a/osu.Game/Screens/Ranking/ScorePanel.cs +++ b/osu.Game/Screens/Ranking/ScorePanel.cs @@ -85,7 +85,7 @@ namespace osu.Game.Screens.Ranking public readonly ScoreInfo Score; - private readonly bool isNewLocalScore; + private bool displayWithFlair; private Container content; @@ -102,7 +102,7 @@ namespace osu.Game.Screens.Ranking public ScorePanel(ScoreInfo score, bool isNewLocalScore = false) { Score = score; - this.isNewLocalScore = isNewLocalScore; + displayWithFlair = isNewLocalScore; } [BackgroundDependencyLoader] @@ -191,7 +191,7 @@ namespace osu.Game.Screens.Ranking state = value; - if (LoadState >= LoadState.Ready) + if (IsLoaded) updateState(); StateChanged?.Invoke(value); @@ -212,7 +212,10 @@ namespace osu.Game.Screens.Ranking middleLayerBackground.FadeColour(expanded_middle_layer_colour, resize_duration, Easing.OutQuint); topLayerContentContainer.Add(topLayerContent = new ExpandedPanelTopContent(Score.User).With(d => d.Alpha = 0)); - middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score, isNewLocalScore).With(d => d.Alpha = 0)); + middleLayerContentContainer.Add(middleLayerContent = new ExpandedPanelMiddleContent(Score, displayWithFlair).With(d => d.Alpha = 0)); + + // only the first expanded display should happen with flair. + displayWithFlair = false; break; case PanelState.Contracted: From 4dec46b33e977e8351f916a2c60c71a53a20b08a Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 17:52:58 +0900 Subject: [PATCH 08/21] Attempt to fix in a less destructive way for now --- osu.Game/Tests/Visual/OsuTestScene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Tests/Visual/OsuTestScene.cs b/osu.Game/Tests/Visual/OsuTestScene.cs index 8886188d95..e32ed07863 100644 --- a/osu.Game/Tests/Visual/OsuTestScene.cs +++ b/osu.Game/Tests/Visual/OsuTestScene.cs @@ -230,7 +230,7 @@ namespace osu.Game.Tests.Visual if (beatmap.HitObjects.Count > 0) // add buffer after last hitobject to allow for final replay frames etc. - trackLength = beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000; + trackLength = Math.Max(trackLength, beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000); if (referenceClock != null) { From d69d78ab5d9278aaf31d20bd2895f664d1e3c2f1 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 15:20:10 +0900 Subject: [PATCH 09/21] Update namespace references --- osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs | 1 + osu.Game/Rulesets/UI/HitObjectContainer.cs | 1 + 2 files changed, 2 insertions(+) diff --git a/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs b/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs index fde42bec04..9bfb6aa839 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics.Containers; +using osu.Framework.Graphics.Performance; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; diff --git a/osu.Game/Rulesets/UI/HitObjectContainer.cs b/osu.Game/Rulesets/UI/HitObjectContainer.cs index 9a0217a1eb..4cadfa9ad4 100644 --- a/osu.Game/Rulesets/UI/HitObjectContainer.cs +++ b/osu.Game/Rulesets/UI/HitObjectContainer.cs @@ -6,6 +6,7 @@ using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; +using osu.Framework.Graphics.Performance; using osu.Game.Rulesets.Objects.Drawables; namespace osu.Game.Rulesets.UI From 3491dea9e2aece3ab76f0b931a5c9ef599e6eba4 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 18:51:54 +0900 Subject: [PATCH 10/21] Fix scroll logic running before children may be alive in flow --- osu.Game/Screens/Ranking/ScorePanelList.cs | 45 ++++++++++++---------- 1 file changed, 25 insertions(+), 20 deletions(-) diff --git a/osu.Game/Screens/Ranking/ScorePanelList.cs b/osu.Game/Screens/Ranking/ScorePanelList.cs index e85580a734..4325d317c4 100644 --- a/osu.Game/Screens/Ranking/ScorePanelList.cs +++ b/osu.Game/Screens/Ranking/ScorePanelList.cs @@ -118,22 +118,24 @@ namespace osu.Game.Screens.Ranking d.Origin = Anchor.Centre; })); - if (SelectedScore.Value == score) + if (IsLoaded) { - if (IsLoaded) - SelectedScore.TriggerChange(); - } - else - { - // We want the scroll position to remain relative to the expanded panel. When a new panel is added after the expanded panel, nothing needs to be done. - // But when a panel is added before the expanded panel, we need to offset the scroll position by the width of the new panel. - if (expandedPanel != null && flow.GetPanelIndex(score) < flow.GetPanelIndex(expandedPanel.Score)) + if (SelectedScore.Value == score) { - // A somewhat hacky property is used here because we need to: - // 1) Scroll after the scroll container's visible range is updated. - // 2) Scroll before the scroll container's scroll position is updated. - // Without this, we would have a 1-frame positioning error which looks very jarring. - scroll.InstantScrollTarget = (scroll.InstantScrollTarget ?? scroll.Target) + ScorePanel.CONTRACTED_WIDTH + panel_spacing; + SelectedScore.TriggerChange(); + } + else + { + // We want the scroll position to remain relative to the expanded panel. When a new panel is added after the expanded panel, nothing needs to be done. + // But when a panel is added before the expanded panel, we need to offset the scroll position by the width of the new panel. + if (expandedPanel != null && flow.GetPanelIndex(score) < flow.GetPanelIndex(expandedPanel.Score)) + { + // A somewhat hacky property is used here because we need to: + // 1) Scroll after the scroll container's visible range is updated. + // 2) Scroll before the scroll container's scroll position is updated. + // Without this, we would have a 1-frame positioning error which looks very jarring. + scroll.InstantScrollTarget = (scroll.InstantScrollTarget ?? scroll.Target) + ScorePanel.CONTRACTED_WIDTH + panel_spacing; + } } } @@ -170,12 +172,15 @@ namespace osu.Game.Screens.Ranking expandedTrackingComponent.Margin = new MarginPadding { Horizontal = expanded_panel_spacing }; expandedPanel.State = PanelState.Expanded; - // Scroll to the new panel. This is done manually since we need: - // 1) To scroll after the scroll container's visible range is updated. - // 2) To account for the centre anchor/origins of panels. - // In the end, it's easier to compute the scroll position manually. - float scrollOffset = flow.GetPanelIndex(expandedPanel.Score) * (ScorePanel.CONTRACTED_WIDTH + panel_spacing); - scroll.ScrollTo(scrollOffset); + SchedulerAfterChildren.Add(() => + { + // Scroll to the new panel. This is done manually since we need: + // 1) To scroll after the scroll container's visible range is updated. + // 2) To account for the centre anchor/origins of panels. + // In the end, it's easier to compute the scroll position manually. + float scrollOffset = flow.GetPanelIndex(expandedPanel.Score) * (ScorePanel.CONTRACTED_WIDTH + panel_spacing); + scroll.ScrollTo(scrollOffset); + }); } protected override void Update() From 7be4dfabd8d384107b5a21a78ae6fa97f09fbeaa Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 29 Oct 2020 20:23:15 +0900 Subject: [PATCH 11/21] Revert "Update namespace references" This reverts commit d69d78ab5d9278aaf31d20bd2895f664d1e3c2f1. --- osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs | 1 - osu.Game/Rulesets/UI/HitObjectContainer.cs | 1 - 2 files changed, 2 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs b/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs index 9bfb6aa839..fde42bec04 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs @@ -2,7 +2,6 @@ // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics.Containers; -using osu.Framework.Graphics.Performance; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; diff --git a/osu.Game/Rulesets/UI/HitObjectContainer.cs b/osu.Game/Rulesets/UI/HitObjectContainer.cs index 4cadfa9ad4..9a0217a1eb 100644 --- a/osu.Game/Rulesets/UI/HitObjectContainer.cs +++ b/osu.Game/Rulesets/UI/HitObjectContainer.cs @@ -6,7 +6,6 @@ using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; -using osu.Framework.Graphics.Performance; using osu.Game.Rulesets.Objects.Drawables; namespace osu.Game.Rulesets.UI From 0c1d12460fcc0304ce1889e21c684da5f107f59d Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 10:30:11 +0900 Subject: [PATCH 12/21] Remove unused parameter --- osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs | 2 +- osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs | 2 +- osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs index f69ccc1773..1e87893f39 100644 --- a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs +++ b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs @@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Ranking } } }, - new AccuracyCircle(score, false) + new AccuracyCircle(score) { Anchor = Anchor.Centre, Origin = Anchor.Centre, diff --git a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs index 337665b51f..45da23f1f9 100644 --- a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs +++ b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs @@ -78,7 +78,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy private Container<RankBadge> badges; private RankText rankText; - public AccuracyCircle(ScoreInfo score, bool withFlair) + public AccuracyCircle(ScoreInfo score) { this.score = score; } diff --git a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs index 711763330c..cb4560802b 100644 --- a/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs +++ b/osu.Game/Screens/Ranking/Expanded/ExpandedPanelMiddleContent.cs @@ -120,7 +120,7 @@ namespace osu.Game.Screens.Ranking.Expanded Margin = new MarginPadding { Top = 40 }, RelativeSizeAxes = Axes.X, Height = 230, - Child = new AccuracyCircle(score, withFlair) + Child = new AccuracyCircle(score) { Anchor = Anchor.Centre, Origin = Anchor.Centre, From 46d89d55f4e9b33edc97cb3696cf2a9ebcee7727 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 12:46:48 +0900 Subject: [PATCH 13/21] Add note about ScheduleAfterChildren requirement --- osu.Game/Screens/Ranking/ScorePanelList.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/Ranking/ScorePanelList.cs b/osu.Game/Screens/Ranking/ScorePanelList.cs index 4325d317c4..77b3d8fc3b 100644 --- a/osu.Game/Screens/Ranking/ScorePanelList.cs +++ b/osu.Game/Screens/Ranking/ScorePanelList.cs @@ -172,7 +172,8 @@ namespace osu.Game.Screens.Ranking expandedTrackingComponent.Margin = new MarginPadding { Horizontal = expanded_panel_spacing }; expandedPanel.State = PanelState.Expanded; - SchedulerAfterChildren.Add(() => + // requires schedule after children to ensure the flow (and thus ScrollContainer's ScrollableExtent) has been updated. + ScheduleAfterChildren(() => { // Scroll to the new panel. This is done manually since we need: // 1) To scroll after the scroll container's visible range is updated. From 18f92818daed770f18d35fc74cc22c4da392e567 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 13:09:13 +0900 Subject: [PATCH 14/21] Show current HUD visibility mode as a tracked setting --- osu.Game/Configuration/OsuConfigManager.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/osu.Game/Configuration/OsuConfigManager.cs b/osu.Game/Configuration/OsuConfigManager.cs index 7d601c0cb9..46c5e61784 100644 --- a/osu.Game/Configuration/OsuConfigManager.cs +++ b/osu.Game/Configuration/OsuConfigManager.cs @@ -170,6 +170,7 @@ namespace osu.Game.Configuration public override TrackedSettings CreateTrackedSettings() => new TrackedSettings { new TrackedSetting<bool>(OsuSetting.MouseDisableButtons, v => new SettingDescription(!v, "gameplay mouse buttons", v ? "disabled" : "enabled")), + new TrackedSetting<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode, m => new SettingDescription(m, "HUD Visibility", m.GetDescription())), new TrackedSetting<ScalingMode>(OsuSetting.Scaling, m => new SettingDescription(m, "scaling", m.GetDescription())), }; } From 9bb86ccb832d8f838517c5d4ef7af8d018d2ed38 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 13:09:22 +0900 Subject: [PATCH 15/21] Change shift-tab to cycle available HUD visibility modes --- osu.Game/Screens/Play/HUDOverlay.cs | 22 +++++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) diff --git a/osu.Game/Screens/Play/HUDOverlay.cs b/osu.Game/Screens/Play/HUDOverlay.cs index b047d44f8a..623041d9ca 100644 --- a/osu.Game/Screens/Play/HUDOverlay.cs +++ b/osu.Game/Screens/Play/HUDOverlay.cs @@ -277,9 +277,25 @@ namespace osu.Game.Screens.Play switch (e.Key) { case Key.Tab: - configVisibilityMode.Value = configVisibilityMode.Value != HUDVisibilityMode.Never - ? HUDVisibilityMode.Never - : HUDVisibilityMode.HideDuringGameplay; + switch (configVisibilityMode.Value) + { + case HUDVisibilityMode.Never: + configVisibilityMode.Value = HUDVisibilityMode.HideDuringGameplay; + break; + + case HUDVisibilityMode.HideDuringGameplay: + configVisibilityMode.Value = HUDVisibilityMode.HideDuringBreaks; + break; + + case HUDVisibilityMode.HideDuringBreaks: + configVisibilityMode.Value = HUDVisibilityMode.Always; + break; + + case HUDVisibilityMode.Always: + configVisibilityMode.Value = HUDVisibilityMode.Never; + break; + } + return true; } } From c72017a7db4ad00ba2b63d976fca20c5ea9ac583 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 13:49:44 +0900 Subject: [PATCH 16/21] Remove "hide during breaks" option Probably wouldn't be used anyway. --- osu.Game/Configuration/HUDVisibilityMode.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/osu.Game/Configuration/HUDVisibilityMode.cs b/osu.Game/Configuration/HUDVisibilityMode.cs index b0b55dd811..10f3f65355 100644 --- a/osu.Game/Configuration/HUDVisibilityMode.cs +++ b/osu.Game/Configuration/HUDVisibilityMode.cs @@ -12,9 +12,6 @@ namespace osu.Game.Configuration [Description("Hide during gameplay")] HideDuringGameplay, - [Description("Hide during breaks")] - HideDuringBreaks, - Always } } From b4eda65383cf80c56ac4991887836a12bb5a5be8 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 13:53:51 +0900 Subject: [PATCH 17/21] Commit missing pieces --- osu.Game/Screens/Play/HUDOverlay.cs | 9 --------- 1 file changed, 9 deletions(-) diff --git a/osu.Game/Screens/Play/HUDOverlay.cs b/osu.Game/Screens/Play/HUDOverlay.cs index 623041d9ca..0cfe6effc1 100644 --- a/osu.Game/Screens/Play/HUDOverlay.cs +++ b/osu.Game/Screens/Play/HUDOverlay.cs @@ -223,11 +223,6 @@ namespace osu.Game.Screens.Play ShowHud.Value = false; break; - case HUDVisibilityMode.HideDuringBreaks: - // always show during replay as we want the seek bar to be visible. - ShowHud.Value = replayLoaded.Value || !IsBreakTime.Value; - break; - case HUDVisibilityMode.HideDuringGameplay: // always show during replay as we want the seek bar to be visible. ShowHud.Value = replayLoaded.Value || IsBreakTime.Value; @@ -284,10 +279,6 @@ namespace osu.Game.Screens.Play break; case HUDVisibilityMode.HideDuringGameplay: - configVisibilityMode.Value = HUDVisibilityMode.HideDuringBreaks; - break; - - case HUDVisibilityMode.HideDuringBreaks: configVisibilityMode.Value = HUDVisibilityMode.Always; break; From 53bd31c69e6acada773346e350ffc12430ae651d Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 14:00:07 +0900 Subject: [PATCH 18/21] Commit missing test pieces --- osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs index 6ec673704c..6764501569 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs @@ -89,7 +89,7 @@ namespace osu.Game.Tests.Visual.Gameplay [Test] public void TestExternalHideDoesntAffectConfig() { - HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringBreaks; + HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringGameplay; createNew(); From 8928aa6d92990ce761c205e80ac3c20b1a4feffe Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 14:19:40 +0900 Subject: [PATCH 19/21] Add key binding to show HUD while held --- .../Input/Bindings/GlobalActionContainer.cs | 4 +++ osu.Game/Screens/Play/HUDOverlay.cs | 36 ++++++++++++++++++- 2 files changed, 39 insertions(+), 1 deletion(-) diff --git a/osu.Game/Input/Bindings/GlobalActionContainer.cs b/osu.Game/Input/Bindings/GlobalActionContainer.cs index 41be4cfcc3..3de4bb1f9d 100644 --- a/osu.Game/Input/Bindings/GlobalActionContainer.cs +++ b/osu.Game/Input/Bindings/GlobalActionContainer.cs @@ -67,6 +67,7 @@ namespace osu.Game.Input.Bindings new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed), new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed), new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay), + new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD), }; public IEnumerable<KeyBinding> AudioControlKeyBindings => new[] @@ -187,5 +188,8 @@ namespace osu.Game.Input.Bindings [Description("Timing Mode")] EditorTimingMode, + + [Description("Hold for HUD")] + HoldForHUD, } } diff --git a/osu.Game/Screens/Play/HUDOverlay.cs b/osu.Game/Screens/Play/HUDOverlay.cs index b047d44f8a..c38c2ee5f7 100644 --- a/osu.Game/Screens/Play/HUDOverlay.cs +++ b/osu.Game/Screens/Play/HUDOverlay.cs @@ -8,8 +8,10 @@ using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; +using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Configuration; +using osu.Game.Input.Bindings; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets.Mods; @@ -22,7 +24,7 @@ using osuTK.Input; namespace osu.Game.Screens.Play { [Cached] - public class HUDOverlay : Container + public class HUDOverlay : Container, IKeyBindingHandler<GlobalAction> { public const float FADE_DURATION = 400; @@ -67,6 +69,8 @@ namespace osu.Game.Screens.Play internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>(); + private bool holdingForHUD; + private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter }; public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods) @@ -217,6 +221,12 @@ namespace osu.Game.Screens.Play if (ShowHud.Disabled) return; + if (holdingForHUD) + { + ShowHud.Value = true; + return; + } + switch (configVisibilityMode.Value) { case HUDVisibilityMode.Never: @@ -351,5 +361,29 @@ namespace osu.Game.Screens.Play HealthDisplay?.BindHealthProcessor(processor); FailingLayer?.BindHealthProcessor(processor); } + + public bool OnPressed(GlobalAction action) + { + switch (action) + { + case GlobalAction.HoldForHUD: + holdingForHUD = true; + updateVisibility(); + return true; + } + + return false; + } + + public void OnReleased(GlobalAction action) + { + switch (action) + { + case GlobalAction.HoldForHUD: + holdingForHUD = false; + updateVisibility(); + break; + } + } } } From bd7871d9f511b09ddd224759e3b9365f043c27d4 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 14:20:00 +0900 Subject: [PATCH 20/21] Update test scene to be non-skinnable (and add test covering momentary display) --- .../Visual/Gameplay/TestSceneHUDOverlay.cs | 66 ++++++++++--------- 1 file changed, 34 insertions(+), 32 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs index 6ec673704c..136c9e191d 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs @@ -2,29 +2,23 @@ // See the LICENCE file in the repository root for full licence text. using System; -using System.Collections.Generic; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; -using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; 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 osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { - public class TestSceneHUDOverlay : SkinnableTestScene + public class TestSceneHUDOverlay : OsuManualInputManagerTestScene { private HUDOverlay hudOverlay; - private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>(); - // best way to check without exposing. private Drawable hideTarget => hudOverlay.KeyCounter; private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First(); @@ -37,17 +31,9 @@ namespace osu.Game.Tests.Visual.Gameplay { createNew(); - AddRepeatStep("increase combo", () => - { - foreach (var hud in hudOverlays) - hud.ComboCounter.Current.Value++; - }, 10); + AddRepeatStep("increase combo", () => { hudOverlay.ComboCounter.Current.Value++; }, 10); - AddStep("reset combo", () => - { - foreach (var hud in hudOverlays) - hud.ComboCounter.Current.Value = 0; - }); + AddStep("reset combo", () => { hudOverlay.ComboCounter.Current.Value = 0; }); } [Test] @@ -77,7 +63,7 @@ namespace osu.Game.Tests.Visual.Gameplay { createNew(); - AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false)); + AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false); AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent); AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent); @@ -86,6 +72,27 @@ namespace osu.Game.Tests.Visual.Gameplay AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent); } + [Test] + public void TestMomentaryShowHUD() + { + createNew(); + + HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringBreaks; + AddStep("get original config value", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode)); + + AddStep("set hud to never show", () => config.Set(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Never)); + + AddUntilStep("wait for fade", () => !hideTarget.IsPresent); + + AddStep("trigger momentary show", () => InputManager.PressKey(Key.ControlLeft)); + AddUntilStep("wait for visible", () => hideTarget.IsPresent); + + AddStep("stop trigering", () => InputManager.ReleaseKey(Key.ControlLeft)); + AddUntilStep("wait for fade", () => !hideTarget.IsPresent); + + AddStep("set original config value", () => config.Set(OsuSetting.HUDVisibilityMode, originalConfigValue)); + } + [Test] public void TestExternalHideDoesntAffectConfig() { @@ -113,14 +120,14 @@ namespace osu.Game.Tests.Visual.Gameplay AddStep("set keycounter visible false", () => { config.Set<bool>(OsuSetting.KeyOverlay, false); - hudOverlays.ForEach(h => h.KeyCounter.AlwaysVisible.Value = false); + hudOverlay.KeyCounter.AlwaysVisible.Value = false; }); - AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false)); + AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false); AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent); AddAssert("key counters hidden", () => !keyCounterFlow.IsPresent); - AddStep("set showhud true", () => hudOverlays.ForEach(h => h.ShowHud.Value = true)); + AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true); AddUntilStep("hidetarget is visible", () => hideTarget.IsPresent); AddAssert("key counters still hidden", () => !keyCounterFlow.IsPresent); @@ -131,22 +138,17 @@ namespace osu.Game.Tests.Visual.Gameplay { AddStep("create overlay", () => { - SetContents(() => - { - hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>()); + hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>()); - // Add any key just to display the key counter visually. - hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space)); + // Add any key just to display the key counter visually. + hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space)); - hudOverlay.ComboCounter.Current.Value = 1; + hudOverlay.ComboCounter.Current.Value = 1; - action?.Invoke(hudOverlay); + action?.Invoke(hudOverlay); - return hudOverlay; - }); + Child = hudOverlay; }); } - - protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset(); } } From 984a243eff796505ee9f2ca6e85ae2a00233e3a4 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Fri, 30 Oct 2020 14:23:24 +0900 Subject: [PATCH 21/21] Add skinnable test scene for HUD overlay --- .../Gameplay/TestSceneSkinnableHUDOverlay.cs | 99 +++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.cs diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.cs new file mode 100644 index 0000000000..fec1610160 --- /dev/null +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.cs @@ -0,0 +1,99 @@ +// 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 System.Collections.Generic; +using System.Linq; +using NUnit.Framework; +using osu.Framework.Allocation; +using osu.Framework.Extensions.IEnumerableExtensions; +using osu.Framework.Graphics; +using osu.Framework.Graphics.Containers; +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 osuTK.Input; + +namespace osu.Game.Tests.Visual.Gameplay +{ + public class TestSceneSkinnableHUDOverlay : SkinnableTestScene + { + private HUDOverlay hudOverlay; + + private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>(); + + // best way to check without exposing. + private Drawable hideTarget => hudOverlay.KeyCounter; + private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First(); + + [Resolved] + private OsuConfigManager config { get; set; } + + [Test] + public void TestComboCounterIncrementing() + { + createNew(); + + AddRepeatStep("increase combo", () => + { + foreach (var hud in hudOverlays) + hud.ComboCounter.Current.Value++; + }, 10); + + AddStep("reset combo", () => + { + foreach (var hud in hudOverlays) + hud.ComboCounter.Current.Value = 0; + }); + } + + [Test] + public void TestFadesInOnLoadComplete() + { + float? initialAlpha = null; + + createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha); + AddUntilStep("wait for load", () => hudOverlay.IsAlive); + AddAssert("initial alpha was less than 1", () => initialAlpha < 1); + } + + [Test] + public void TestHideExternally() + { + createNew(); + + AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false)); + + AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent); + AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent); + + // Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above. + AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent); + } + + private void createNew(Action<HUDOverlay> action = null) + { + AddStep("create overlay", () => + { + SetContents(() => + { + hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>()); + + // Add any key just to display the key counter visually. + hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space)); + + hudOverlay.ComboCounter.Current.Value = 1; + + action?.Invoke(hudOverlay); + + return hudOverlay; + }); + }); + } + + protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset(); + } +}