Merge branch 'master' into fix-music-controller-offset

This commit is contained in:
Dan Balasescu 2019-03-29 14:02:49 +09:00 committed by GitHub
commit 9c57b9eed2
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 45 additions and 55 deletions

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@ -297,11 +297,6 @@ public void TestTrackingReleasedValidKey()
private void performTest(List<ReplayFrame> frames)
{
// Empty frame to be added as a workaround for first frame behavior.
// If an input exists on the first frame, the input would apply to the entire intro lead-in
// Likely requires some discussion regarding how first frame inputs should be handled.
frames.Insert(0, new OsuReplayFrame());
AddStep("load player", () =>
{
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
@ -330,12 +325,7 @@ private void performTest(List<ReplayFrame> frames)
},
}, Clock);
var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } })
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false
};
var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
p.OnLoadComplete += _ =>
{
@ -364,7 +354,7 @@ private class ScoreAccessibleReplayPlayer : ReplayPlayer
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public ScoreAccessibleReplayPlayer(Score score)
: base(score)
: base(score, false, false)
{
}
}

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@ -255,7 +255,8 @@ private void performFullSetup(bool allowPause = false)
{
setupUserSettings();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer { AllowPause = allowPause, })));
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer(allowPause))));
AddUntilStep("Wait for Player Loader to load", () => playerLoader.IsLoaded);
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
AddUntilStep("Wait for player to load", () => player.IsLoaded);
@ -350,6 +351,11 @@ protected override UserDimContainer CreateStoryboardContainer()
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public readonly Bindable<bool> IsPaused = new Bindable<bool>();
public TestPlayer(bool allowPause = true)
: base(allowPause)
{
}
public bool IsStoryboardVisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
public bool IsStoryboardInvisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;

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@ -15,12 +15,7 @@ public class TestCaseAutoplay : AllPlayersTestCase
protected override Player CreatePlayer(Ruleset ruleset)
{
Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
return new ScoreAccessiblePlayer
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
};
return new ScoreAccessiblePlayer();
}
protected override void AddCheckSteps()
@ -33,6 +28,11 @@ private class ScoreAccessiblePlayer : Player
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public new HUDOverlay HUDOverlay => base.HUDOverlay;
public ScoreAccessiblePlayer()
: base(false, false)
{
}
}
}
}

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@ -26,12 +26,7 @@ private void load(OsuGameBase game)
{
Beatmap.Value = new DummyWorkingBeatmap(game);
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
})));
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
@ -47,12 +42,7 @@ private void load(OsuGameBase game)
{
SlowLoadPlayer slow = null;
stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
}));
stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false)));
Scheduler.AddDelayed(() => slow.Ready = true, 5000);
});
@ -64,6 +54,11 @@ protected class SlowLoadPlayer : Player
{
public bool Ready;
public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
}
[BackgroundDependencyLoader]
private void load()
{

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@ -54,7 +54,7 @@ public class GameplayClockContainer : Container
private readonly FramedOffsetClock offsetClock;
public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double gameplayStartTime)
public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
{
this.beatmap = beatmap;
@ -64,9 +64,7 @@ public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double g
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
adjustableClock.Seek(allowLeadIn
? Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
: gameplayStartTime);
adjustableClock.Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
adjustableClock.ProcessFrame();

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@ -43,10 +43,6 @@ public class Player : ScreenWithBeatmapBackground
public bool HasFailed { get; private set; }
public bool AllowPause { get; set; } = true;
public bool AllowLeadIn { get; set; } = true;
public bool AllowResults { get; set; } = true;
private Bindable<bool> mouseWheelDisabled;
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
@ -71,6 +67,20 @@ public class Player : ScreenWithBeatmapBackground
protected GameplayClockContainer GameplayClockContainer { get; private set; }
private readonly bool allowPause;
private readonly bool showResults;
/// <summary>
/// Create a new player instance.
/// </summary>
/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
/// <param name="showResults">Whether results screen should be pushed on completion.</param>
public Player(bool allowPause = true, bool showResults = true)
{
this.allowPause = allowPause;
this.showResults = showResults;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
{
@ -90,7 +100,7 @@ private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
InternalChild = GameplayClockContainer = new GameplayClockContainer(working, AllowLeadIn, DrawableRuleset.GameplayStartTime);
InternalChild = GameplayClockContainer = new GameplayClockContainer(working, DrawableRuleset.GameplayStartTime);
GameplayClockContainer.Children = new[]
{
@ -234,7 +244,7 @@ private void onCompletion()
ValidForResume = false;
if (!AllowResults) return;
if (!showResults) return;
using (BeginDelayedSequence(1000))
{
@ -348,7 +358,7 @@ private bool onFail()
private bool canPause =>
// must pass basic screen conditions (beatmap loaded, instance allows pause)
LoadedBeatmapSuccessfully && AllowPause && ValidForResume
LoadedBeatmapSuccessfully && allowPause && ValidForResume
// replays cannot be paused and exit immediately
&& !DrawableRuleset.HasReplayLoaded.Value
// cannot pause if we are already in a fail state

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@ -9,7 +9,8 @@ public class ReplayPlayer : Player
{
private readonly Score score;
public ReplayPlayer(Score score)
public ReplayPlayer(Score score, bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
this.score = score;
}

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@ -80,11 +80,6 @@ private Player loadPlayerFor(RulesetInfo ri)
return Player;
}
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
};
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
}
}

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@ -61,11 +61,6 @@ private void loadPlayer()
LoadScreen(Player);
}
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
};
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
}
}