mirror of
https://github.com/ppy/osu
synced 2024-12-14 02:46:27 +00:00
Merge branch 'master' into fix-alt-f4-being-blocked-by-overlays
This commit is contained in:
commit
d87f6d270b
@ -7,10 +7,16 @@ using System.Linq;
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using System.Threading;
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.MathUtils;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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@ -18,25 +24,49 @@ using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerLoader : ManualInputManagerTestScene
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{
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private TestPlayerLoader loader;
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private OsuScreenStack stack;
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private TestPlayerLoaderContainer container;
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private TestPlayer player;
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[SetUp]
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public void Setup() => Schedule(() =>
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[Resolved]
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private AudioManager audioManager { get; set; }
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[Resolved]
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private SessionStatics sessionStatics { get; set; }
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/// <summary>
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/// Sets the input manager child to a new test player loader container instance.
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/// </summary>
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/// <param name="interactive">If the test player should behave like the production one.</param>
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/// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param>
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/// <param name="afterLoadAction">An action to run after container load.</param>
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public void ResetPlayer(bool interactive, Action beforeLoadAction = null, Action afterLoadAction = null)
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{
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InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
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audioManager.Volume.SetDefault();
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InputManager.Clear();
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beforeLoadAction?.Invoke();
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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});
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InputManager.Child = container = new TestPlayerLoaderContainer(
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loader = new TestPlayerLoader(() =>
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{
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afterLoadAction?.Invoke();
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return player = new TestPlayer(interactive, interactive);
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}));
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}
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[Test]
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public void TestBlockLoadViaMouseMovement()
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{
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AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => new TestPlayer(false, false))));
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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@ -46,16 +76,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLoadContinuation()
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{
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Player player = null;
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SlowLoadPlayer slowPlayer = null;
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AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer(false, false))));
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("load slow dummy beatmap", () =>
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{
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stack.Push(loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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InputManager.Child = container = new TestPlayerLoaderContainer(
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loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
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});
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@ -65,16 +96,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestModReinstantiation()
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{
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TestPlayer player = null;
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TestMod gameMod = null;
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TestMod playerMod1 = null;
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TestMod playerMod2 = null;
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AddStep("load player", () =>
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{
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Mods.Value = new[] { gameMod = new TestMod() };
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stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer()));
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});
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AddStep("load player", () => { ResetPlayer(true, () => Mods.Value = new[] { gameMod = new TestMod() }); });
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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@ -97,6 +123,75 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("player mods applied", () => playerMod2.Applied);
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}
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[Test]
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public void TestMutedNotificationMasterVolume() => addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault);
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[Test]
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public void TestMutedNotificationTrackVolume() => addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault);
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[Test]
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public void TestMutedNotificationMuteButton() => addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value);
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/// <remarks>
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/// Created for avoiding copy pasting code for the same steps.
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/// </remarks>
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/// <param name="volumeName">What part of the volume system is checked</param>
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/// <param name="beforeLoad">The action to be invoked to set the volume before loading</param>
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/// <param name="afterLoad">The action to be invoked to set the volume after loading</param>
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/// <param name="assert">The function to be invoked and checked</param>
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private void addVolumeSteps(string volumeName, Action beforeLoad, Action afterLoad, Func<bool> assert)
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{
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AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
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AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad));
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AddUntilStep("wait for player", () => player.IsLoaded);
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AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1);
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AddStep("click notification", () =>
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{
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var scrollContainer = (OsuScrollContainer)container.NotificationOverlay.Children.Last();
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var flowContainer = scrollContainer.Children.OfType<FillFlowContainer<NotificationSection>>().First();
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var notification = flowContainer.First();
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InputManager.MoveMouseTo(notification);
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("check " + volumeName, assert);
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}
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private class TestPlayerLoaderContainer : Container
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{
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[Cached]
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public readonly NotificationOverlay NotificationOverlay;
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[Cached]
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public readonly VolumeOverlay VolumeOverlay;
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public TestPlayerLoaderContainer(IScreen screen)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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new OsuScreenStack(screen)
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{
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RelativeSizeAxes = Axes.Both,
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},
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NotificationOverlay = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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},
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VolumeOverlay = new VolumeOverlay
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{
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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}
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};
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}
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}
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private class TestPlayerLoader : PlayerLoader
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{
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public new VisualSettings VisualSettings => base.VisualSettings;
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@ -239,6 +239,18 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddAssert("Selection is non-null", () => currentSelection != null);
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setSelected(1, 3);
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}
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[Test]
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public void TestFilterRange()
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{
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loadBeatmaps();
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// buffer the selection
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setSelected(3, 2);
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setSelected(1, 3);
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AddStep("Apply a range filter", () => carousel.Filter(new FilterCriteria
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{
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SearchText = "#3",
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@ -249,9 +261,9 @@ namespace osu.Game.Tests.Visual.SongSelect
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IsLowerInclusive = true
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}
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}, false));
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waitForSelection(3, 2);
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AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
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// should reselect the buffered selection.
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waitForSelection(3, 2);
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}
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/// <summary>
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@ -11,11 +11,13 @@ namespace osu.Game.Configuration
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protected override void InitialiseDefaults()
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{
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Set(Static.LoginOverlayDisplayed, false);
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Set(Static.MutedAudioNotificationShownOnce, false);
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}
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}
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public enum Static
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{
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LoginOverlayDisplayed,
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MutedAudioNotificationShownOnce
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}
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}
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@ -400,20 +400,17 @@ namespace osu.Game.Database
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int i = 0;
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using (ContextFactory.GetForWrite())
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foreach (var b in items)
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{
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foreach (var b in items)
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{
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if (notification.State == ProgressNotificationState.Cancelled)
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// user requested abort
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return;
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if (notification.State == ProgressNotificationState.Cancelled)
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// user requested abort
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return;
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notification.Text = $"Deleting {HumanisedModelName}s ({++i} of {items.Count})";
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notification.Text = $"Deleting {HumanisedModelName}s ({++i} of {items.Count})";
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Delete(b);
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Delete(b);
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notification.Progress = (float)i / items.Count;
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}
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notification.Progress = (float)i / items.Count;
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}
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notification.State = ProgressNotificationState.Completed;
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@ -439,20 +436,17 @@ namespace osu.Game.Database
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int i = 0;
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using (ContextFactory.GetForWrite())
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foreach (var item in items)
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{
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foreach (var item in items)
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{
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if (notification.State == ProgressNotificationState.Cancelled)
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// user requested abort
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return;
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if (notification.State == ProgressNotificationState.Cancelled)
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// user requested abort
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return;
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notification.Text = $"Restoring ({++i} of {items.Count})";
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notification.Text = $"Restoring ({++i} of {items.Count})";
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Undelete(item);
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Undelete(item);
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notification.Progress = (float)i / items.Count;
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}
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notification.Progress = (float)i / items.Count;
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}
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notification.State = ProgressNotificationState.Completed;
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@ -488,7 +488,8 @@ namespace osu.Game
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toolbarElements.Add(d);
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});
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loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add);
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loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add, true);
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loadComponentSingleFile(new OnScreenDisplay(), Add, true);
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loadComponentSingleFile(musicController = new MusicController(), Add, true);
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@ -75,7 +75,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Returns whether the current beatmap track is playing.
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/// </summary>
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public bool IsPlaying => beatmap.Value?.Track.IsRunning ?? false;
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public bool IsPlaying => current?.Track.IsRunning ?? false;
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private void handleBeatmapAdded(BeatmapSetInfo set) =>
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Schedule(() => beatmapSets.Add(set));
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@ -32,6 +32,9 @@ namespace osu.Game.Overlays
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private readonly BindableDouble muteAdjustment = new BindableDouble();
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private readonly Bindable<bool> isMuted = new Bindable<bool>();
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public Bindable<bool> IsMuted => isMuted;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuColour colours)
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{
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@ -64,7 +67,8 @@ namespace osu.Game.Overlays
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volumeMeterMusic = new VolumeMeter("MUSIC", 125, colours.BlueDarker),
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muteButton = new MuteButton
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{
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Margin = new MarginPadding { Top = 100 }
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Margin = new MarginPadding { Top = 100 },
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Current = { BindTarget = isMuted }
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}
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}
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},
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@ -74,13 +78,13 @@ namespace osu.Game.Overlays
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volumeMeterEffect.Bindable.BindTo(audio.VolumeSample);
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volumeMeterMusic.Bindable.BindTo(audio.VolumeTrack);
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muteButton.Current.ValueChanged += muted =>
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isMuted.BindValueChanged(muted =>
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{
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if (muted.NewValue)
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audio.AddAdjustment(AdjustableProperty.Volume, muteAdjustment);
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else
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audio.RemoveAdjustment(AdjustableProperty.Volume, muteAdjustment);
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};
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});
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}
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protected override void LoadComplete()
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@ -6,6 +6,8 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -14,11 +16,14 @@ using osu.Framework.Localisation;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play.HUD;
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@ -53,9 +58,19 @@ namespace osu.Game.Screens.Play
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private Task loadTask;
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private InputManager inputManager;
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private IdleTracker idleTracker;
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[Resolved(CanBeNull = true)]
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private NotificationOverlay notificationOverlay { get; set; }
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[Resolved(CanBeNull = true)]
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private VolumeOverlay volumeOverlay { get; set; }
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[Resolved]
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private AudioManager audioManager { get; set; }
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private Bindable<bool> muteWarningShownOnce;
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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@ -68,8 +83,10 @@ namespace osu.Game.Screens.Play
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(SessionStatics sessionStatics)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
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InternalChild = (content = new LogoTrackingContainer
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{
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Anchor = Anchor.Centre,
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@ -103,7 +120,22 @@ namespace osu.Game.Screens.Play
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loadNewPlayer();
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}
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private void playerLoaded(Player player) => info.Loading = false;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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if (!muteWarningShownOnce.Value)
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{
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//Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
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{
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notificationOverlay?.Post(new MutedNotification());
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muteWarningShownOnce.Value = true;
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}
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}
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}
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public override void OnResuming(IScreen last)
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{
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@ -127,7 +159,7 @@ namespace osu.Game.Screens.Play
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player.RestartCount = restartCount;
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player.RestartRequested = restartRequested;
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loadTask = LoadComponentAsync(player, playerLoaded);
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loadTask = LoadComponentAsync(player, _ => info.Loading = false);
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}
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private void contentIn()
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@ -185,12 +217,6 @@ namespace osu.Game.Screens.Play
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content.StopTracking();
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}
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protected override void LoadComplete()
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{
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inputManager = GetContainingInputManager();
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base.LoadComplete();
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}
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private ScheduledDelegate pushDebounce;
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protected VisualSettings VisualSettings;
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@ -473,5 +499,33 @@ namespace osu.Game.Screens.Play
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Loading = true;
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}
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}
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private class MutedNotification : SimpleNotification
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{
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public MutedNotification()
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{
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Text = "Your music volume is set to 0%! Click here to restore it.";
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}
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public override bool IsImportant => true;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
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{
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Icon = FontAwesome.Solid.VolumeMute;
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IconBackgound.Colour = colours.RedDark;
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Activated = delegate
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{
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notificationOverlay.Hide();
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volumeOverlay.IsMuted.Value = false;
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audioManager.Volume.SetDefault();
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audioManager.VolumeTrack.SetDefault();
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return true;
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};
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}
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}
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}
|
||||
}
|
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|
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