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https://github.com/ppy/osu
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Merge pull request #10063 from frenzibyte/fix-music-controller-regressed
Move OsuGame-dependent music functionalities outside of MusicController
This commit is contained in:
commit
d09289b1ce
83
osu.Game.Tests/Visual/Menus/TestSceneMusicActionHandling.cs
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83
osu.Game.Tests/Visual/Menus/TestSceneMusicActionHandling.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Tests.Resources;
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using osu.Game.Tests.Visual.Navigation;
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namespace osu.Game.Tests.Visual.Menus
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{
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public class TestSceneMusicActionHandling : OsuGameTestScene
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{
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private GlobalActionContainer globalActionContainer => Game.ChildrenOfType<GlobalActionContainer>().First();
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[Test]
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public void TestMusicPlayAction()
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{
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.IsUserPaused);
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.IsUserPaused);
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}
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[Test]
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public void TestMusicNavigationActions()
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{
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int importId = 0;
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Queue<(WorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null;
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(new BeatmapSetInfo
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{
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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}
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},
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Metadata = new BeatmapMetadata
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{
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Artist = $"a test map {importId++}",
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Title = "title",
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}
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}).Wait(), 5);
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AddStep("import beatmap with track", () =>
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{
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var setWithTrack = Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).Result;
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Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(setWithTrack.Beatmaps.First());
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});
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(WorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
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});
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("track changed to previous", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddAssert("track changed to next", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Next);
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}
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}
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}
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@ -1,18 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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@ -24,14 +17,9 @@ namespace osu.Game.Tests.Visual.UserInterface
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private NowPlayingOverlay nowPlayingOverlay;
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private RulesetStore rulesets;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, GameHost host)
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private void load()
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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nowPlayingOverlay = new NowPlayingOverlay
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@ -51,49 +39,5 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddToggleStep(@"toggle beatmap lock", state => Beatmap.Disabled = state);
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AddStep(@"hide", () => nowPlayingOverlay.Hide());
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}
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private BeatmapManager manager { get; set; }
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private int importId;
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[Test]
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public void TestPrevTrackBehavior()
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{
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// ensure we have at least two beatmaps available.
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AddRepeatStep("import beatmap", () => manager.Import(new BeatmapSetInfo
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{
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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}
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},
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Metadata = new BeatmapMetadata
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{
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Artist = $"a test map {importId++}",
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Title = "title",
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}
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}).Wait(), 5);
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WorkingBeatmap currentBeatmap = null;
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AddStep("import beatmap with track", () =>
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{
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var setWithTrack = manager.Import(TestResources.GetTestBeatmapForImport()).Result;
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Beatmap.Value = currentBeatmap = manager.GetWorkingBeatmap(setWithTrack.Beatmaps.First());
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});
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AddStep(@"Seek track to 6 second", () => musicController.SeekTo(6000));
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AddUntilStep(@"Wait for current time to update", () => musicController.CurrentTrack.CurrentTime > 5000);
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AddStep(@"Set previous", () => musicController.PreviousTrack());
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AddAssert(@"Check beatmap didn't change", () => currentBeatmap == Beatmap.Value);
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AddUntilStep("Wait for current time to update", () => musicController.CurrentTrack.CurrentTime < 5000);
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AddStep(@"Set previous", () => musicController.PreviousTrack());
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AddAssert(@"Check beatmap did change", () => currentBeatmap != Beatmap.Value);
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}
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}
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}
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@ -38,6 +38,7 @@ using osu.Game.Input;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.Chat;
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using osu.Game.Overlays.Music;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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using osu.Game.Overlays.Volume;
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@ -647,6 +648,7 @@ namespace osu.Game
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chatOverlay.State.ValueChanged += state => channelManager.HighPollRate.Value = state.NewValue == Visibility.Visible;
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Add(externalLinkOpener = new ExternalLinkOpener());
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Add(new MusicKeyBindingHandler());
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// side overlays which cancel each other.
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var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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@ -250,10 +250,11 @@ namespace osu.Game
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AddInternal(apiAccess);
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AddInternal(RulesetConfigCache);
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GlobalActionContainer globalBinding;
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MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both };
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MenuCursorContainer.Child = globalBinding = new GlobalActionContainer(this)
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GlobalActionContainer globalBindings;
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MenuCursorContainer.Child = globalBindings = new GlobalActionContainer(this)
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{
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RelativeSizeAxes = Axes.Both,
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Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both }
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@ -261,8 +262,8 @@ namespace osu.Game
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base.Content.Add(CreateScalingContainer().WithChild(MenuCursorContainer));
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KeyBindingStore.Register(globalBinding);
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dependencies.Cache(globalBinding);
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KeyBindingStore.Register(globalBindings);
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dependencies.Cache(globalBindings);
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PreviewTrackManager previewTrackManager;
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dependencies.Cache(previewTrackManager = new PreviewTrackManager());
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79
osu.Game/Overlays/Music/MusicKeyBindingHandler.cs
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79
osu.Game/Overlays/Music/MusicKeyBindingHandler.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays.OSD;
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namespace osu.Game.Overlays.Music
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{
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/// <summary>
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/// Handles <see cref="GlobalAction"/>s related to music playback, and displays <see cref="Toast"/>s via the global <see cref="OnScreenDisplay"/> accordingly.
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/// </summary>
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public class MusicKeyBindingHandler : Component, IKeyBindingHandler<GlobalAction>
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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[Resolved(canBeNull: true)]
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private OnScreenDisplay onScreenDisplay { get; set; }
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public bool OnPressed(GlobalAction action)
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{
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if (beatmap.Disabled)
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return false;
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switch (action)
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{
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case GlobalAction.MusicPlay:
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if (musicController.TogglePause())
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onScreenDisplay?.Display(new MusicActionToast(musicController.IsPlaying ? "Play track" : "Pause track"));
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return true;
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case GlobalAction.MusicNext:
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musicController.NextTrack(() => onScreenDisplay?.Display(new MusicActionToast("Next track")));
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return true;
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case GlobalAction.MusicPrev:
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musicController.PreviousTrack(res =>
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{
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switch (res)
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{
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case PreviousTrackResult.Restart:
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onScreenDisplay?.Display(new MusicActionToast("Restart track"));
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break;
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case PreviousTrackResult.Previous:
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onScreenDisplay?.Display(new MusicActionToast("Previous track"));
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break;
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}
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});
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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private class MusicActionToast : Toast
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{
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public MusicActionToast(string action)
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: base("Music Playback", action, string.Empty)
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{
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}
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}
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}
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}
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@ -12,12 +12,9 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Utils;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays.OSD;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays
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@ -25,7 +22,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Handles playback of the global music track.
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/// </summary>
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public class MusicController : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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public class MusicController : CompositeDrawable
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{
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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@ -62,9 +59,6 @@ namespace osu.Game.Overlays
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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[Resolved(canBeNull: true)]
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private OnScreenDisplay onScreenDisplay { get; set; }
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[NotNull]
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public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
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@ -207,7 +201,13 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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public void PreviousTrack() => Schedule(() => prev());
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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public void PreviousTrack(Action<PreviousTrackResult> onSuccess = null) => Schedule(() =>
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{
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PreviousTrackResult res = prev();
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if (res != PreviousTrackResult.None)
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onSuccess?.Invoke(res);
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});
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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@ -243,7 +243,14 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Play the next random or playlist track.
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/// </summary>
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public void NextTrack() => Schedule(() => next());
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
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public void NextTrack(Action onSuccess = null) => Schedule(() =>
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{
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bool res = next();
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if (res)
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onSuccess?.Invoke();
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});
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private bool next()
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{
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@ -407,54 +414,6 @@ namespace osu.Game.Overlays
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mod.ApplyToTrack(CurrentTrack);
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}
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}
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public bool OnPressed(GlobalAction action)
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{
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if (beatmap.Disabled)
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return false;
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switch (action)
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{
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case GlobalAction.MusicPlay:
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if (TogglePause())
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onScreenDisplay?.Display(new MusicControllerToast(IsPlaying ? "Play track" : "Pause track"));
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return true;
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case GlobalAction.MusicNext:
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if (next())
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onScreenDisplay?.Display(new MusicControllerToast("Next track"));
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return true;
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case GlobalAction.MusicPrev:
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switch (prev())
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{
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case PreviousTrackResult.Restart:
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onScreenDisplay?.Display(new MusicControllerToast("Restart track"));
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break;
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case PreviousTrackResult.Previous:
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onScreenDisplay?.Display(new MusicControllerToast("Previous track"));
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break;
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}
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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public class MusicControllerToast : Toast
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{
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public MusicControllerToast(string action)
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: base("Music Playback", action, string.Empty)
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{
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}
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}
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}
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public enum TrackChangeDirection
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