mirror of
https://github.com/ppy/osu
synced 2024-12-27 09:23:15 +00:00
Merge branch 'master' into fix-toolbox-expansion
This commit is contained in:
commit
e527574ede
@ -7,6 +7,7 @@ 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.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics.Containers;
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@ -17,6 +18,7 @@ using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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@ -56,6 +58,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private TestMultiplayerClient multiplayerClient => multiplayerComponents.MultiplayerClient;
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private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager;
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[Resolved]
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private OsuConfigManager config { get; set; }
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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@ -668,6 +673,43 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
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}
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[Test]
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public void TestGameplayExitFlow()
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{
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Bindable<double> holdDelay = null;
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AddStep("Set hold delay to zero", () =>
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{
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holdDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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holdDelay.Value = 0;
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});
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
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RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
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}
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}
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});
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enterGameplay();
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AddUntilStep("wait for playing", () => this.ChildrenOfType<Player>().FirstOrDefault()?.LocalUserPlaying.Value == true);
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AddStep("attempt exit without hold", () => InputManager.Key(Key.Escape));
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AddAssert("still in gameplay", () => multiplayerComponents.CurrentScreen is Player);
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AddStep("attempt exit with hold", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait for lounge", () => multiplayerComponents.CurrentScreen is Screens.OnlinePlay.Multiplayer.Multiplayer);
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AddStep("stop holding", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("set hold delay to default", () => holdDelay.SetDefault());
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}
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[Test]
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public void TestGameplayDoesntStartWithNonLoadedUser()
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{
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@ -18,6 +18,7 @@ using osu.Game.Rulesets;
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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.Osu.Mods;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.UserInterface
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@ -164,7 +165,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("select mod requiring configuration", () => SelectedMods.Value = new[] { new OsuModDifficultyAdjust() });
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assertCustomisationToggleState(disabled: false, active: true);
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AddStep("dismiss mod customisation via mouse", () =>
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AddStep("dismiss mod customisation via toggle", () =>
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{
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InputManager.MoveMouseTo(modSelectScreen.ChildrenOfType<ShearedToggleButton>().Single());
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InputManager.Click(MouseButton.Left);
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@ -191,6 +192,29 @@ namespace osu.Game.Tests.Visual.UserInterface
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assertCustomisationToggleState(disabled: true, active: false); // config was dismissed without explicit user action.
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}
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[Test]
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public void TestDismissCustomisationViaDimmedArea()
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{
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createScreen();
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assertCustomisationToggleState(disabled: true, active: false);
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AddStep("select mod requiring configuration", () => SelectedMods.Value = new[] { new OsuModDifficultyAdjust() });
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assertCustomisationToggleState(disabled: false, active: true);
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AddStep("move mouse to settings area", () => InputManager.MoveMouseTo(this.ChildrenOfType<ModSettingsArea>().Single()));
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AddStep("move mouse to dimmed area", () =>
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{
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InputManager.MoveMouseTo(new Vector2(
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modSelectScreen.ScreenSpaceDrawQuad.TopLeft.X,
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(modSelectScreen.ScreenSpaceDrawQuad.TopLeft.Y + modSelectScreen.ScreenSpaceDrawQuad.BottomLeft.Y) / 2));
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});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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assertCustomisationToggleState(disabled: false, active: false);
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AddStep("move mouse to first mod panel", () => InputManager.MoveMouseTo(modSelectScreen.ChildrenOfType<ModPanel>().First()));
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AddAssert("first mod panel is hovered", () => modSelectScreen.ChildrenOfType<ModPanel>().First().IsHovered);
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}
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/// <summary>
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/// Ensure that two mod overlays are not cross polluting via central settings instances.
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/// </summary>
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@ -10,12 +10,32 @@ using osu.Game.Configuration;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container which adds a common "hold-to-perform" pattern to a container.
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/// </summary>
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/// <remarks>
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/// This container does not handle triggering the hold/abort operations.
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/// To use this class, please call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> when necessary.
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///
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/// The <see cref="Progress"/> is exposed as a transforming bindable which smoothly tracks the progress of a hold operation.
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/// It can be used for animating and displaying progress directly.
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/// </remarks>
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public abstract class HoldToConfirmContainer : Container
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{
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public Action Action;
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public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
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private const int fadeout_delay = 200;
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/// <summary>
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/// Whether the associated action is considered dangerous, warranting a longer hold.
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/// </summary>
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public bool IsDangerousAction { get; }
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/// <summary>
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/// The action to perform when a hold successfully completes.
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/// </summary>
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public Action Action;
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/// <summary>
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/// Whether currently in a fired state (and the confirm <see cref="Action"/> has been sent).
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/// </summary>
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@ -23,46 +43,61 @@ namespace osu.Game.Graphics.Containers
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private bool confirming;
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/// <summary>
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/// The current activation delay for this control.
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/// </summary>
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public IBindable<double> HoldActivationDelay => holdActivationDelay;
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/// <summary>
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/// The progress of any ongoing hold operation. 0 means no hold has started; 1 means a hold has been completed.
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/// </summary>
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public IBindable<double> Progress => progress;
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/// <summary>
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/// Whether the overlay should be allowed to return from a fired state.
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/// </summary>
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protected virtual bool AllowMultipleFires => false;
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/// <summary>
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/// Specify a custom activation delay, overriding the game-wide user setting.
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/// </summary>
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/// <remarks>
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/// This should be used in special cases where we want to be extra sure the user knows what they are doing. An example is when changes would be lost.
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/// </remarks>
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protected virtual double? HoldActivationDelay => null;
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private readonly Bindable<double> progress = new BindableDouble();
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public Bindable<double> Progress = new BindableDouble();
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private readonly Bindable<double> holdActivationDelay = new Bindable<double>();
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private Bindable<double> holdActivationDelay;
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[Resolved]
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private OsuConfigManager config { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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protected HoldToConfirmContainer(bool isDangerousAction = false)
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{
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holdActivationDelay = HoldActivationDelay != null
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? new Bindable<double>(HoldActivationDelay.Value)
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: config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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IsDangerousAction = isDangerousAction;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (IsDangerousAction)
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holdActivationDelay.Value = DANGEROUS_HOLD_ACTIVATION_DELAY;
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else
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config.BindWith(OsuSetting.UIHoldActivationDelay, holdActivationDelay);
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}
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/// <summary>
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/// Begin a new confirmation. Should be called when the container is interacted with (ie. the user presses a key).
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/// </summary>
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/// <remarks>
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/// Calling this method when already in the process of confirming has no effect.
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/// </remarks>
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protected void BeginConfirm()
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{
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if (confirming || (!AllowMultipleFires && Fired)) return;
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confirming = true;
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this.TransformBindableTo(Progress, 1, holdActivationDelay.Value * (1 - Progress.Value), Easing.Out).OnComplete(_ => Confirm());
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}
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protected virtual void Confirm()
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{
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Action?.Invoke();
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Fired = true;
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this.TransformBindableTo(progress, 1, holdActivationDelay.Value * (1 - progress.Value), Easing.Out).OnComplete(_ => Confirm());
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}
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/// <summary>
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/// Abort any ongoing confirmation. Should be called when the container's interaction is no longer valid (ie. the user releases a key).
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/// </summary>
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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && Fired) return;
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@ -71,9 +106,19 @@ namespace osu.Game.Graphics.Containers
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Fired = false;
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this
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.TransformBindableTo(Progress, Progress.Value)
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.TransformBindableTo(progress, progress.Value)
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.Delay(200)
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.TransformBindableTo(Progress, 0, fadeout_delay, Easing.InSine);
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.TransformBindableTo(progress, 0, fadeout_delay, Easing.InSine);
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}
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/// <summary>
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/// A method which is invoked when the confirmation sequence completes successfully.
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/// By default, will fire the associated <see cref="Action"/>.
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/// </summary>
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protected virtual void Confirm()
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{
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Action?.Invoke();
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Fired = true;
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}
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}
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}
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@ -42,7 +42,10 @@ namespace osu.Game.Overlays.Dialog
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private class DangerousConfirmContainer : HoldToConfirmContainer
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{
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protected override double? HoldActivationDelay => 500;
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public DangerousConfirmContainer()
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: base(isDangerousAction: true)
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{
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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@ -464,6 +464,8 @@ namespace osu.Game.Overlays.Mods
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public Action? OnClicked { get; set; }
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public override bool HandlePositionalInput => base.HandlePositionalInput && HandleMouse.Value;
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protected override bool Handle(UIEvent e)
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{
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if (!HandleMouse.Value)
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@ -1,7 +1,6 @@
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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.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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@ -25,7 +24,7 @@ namespace osu.Game.Rulesets.Edit
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) && anyToolboxHovered(screenSpacePos);
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private bool anyToolboxHovered(Vector2 screenSpacePos) => FillFlow.Children.Any(d => d.ScreenSpaceDrawQuad.Contains(screenSpacePos));
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private bool anyToolboxHovered(Vector2 screenSpacePos) => FillFlow.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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protected override bool OnMouseDown(MouseDownEvent e) => true;
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@ -12,13 +12,14 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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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.Input.Bindings;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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@ -28,20 +29,22 @@ namespace osu.Game.Screens.Play.HUD
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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private readonly Button button;
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private HoldButton button;
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public Action Action
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{
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set => button.Action = value;
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}
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public Action Action { get; set; }
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private readonly OsuSpriteText text;
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private OsuSpriteText text;
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public HoldForMenuButton()
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{
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Direction = FillDirection.Horizontal;
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Spacing = new Vector2(20, 0);
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Margin = new MarginPadding(10);
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}
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[BackgroundDependencyLoader(true)]
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private void load(Player player)
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{
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Children = new Drawable[]
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{
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text = new OsuSpriteText
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@ -50,25 +53,20 @@ namespace osu.Game.Screens.Play.HUD
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft
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},
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button = new Button
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button = new HoldButton(player?.Configuration.AllowRestart == false)
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{
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HoverGained = () => text.FadeIn(500, Easing.OutQuint),
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HoverLost = () => text.FadeOut(500, Easing.OutQuint),
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IsPaused = { BindTarget = IsPaused }
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IsPaused = { BindTarget = IsPaused },
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Action = () => Action(),
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}
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};
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AutoSizeAxes = Axes.Both;
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}
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[Resolved]
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private OsuConfigManager config { get; set; }
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private Bindable<double> activationDelay;
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protected override void LoadComplete()
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{
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activationDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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activationDelay.BindValueChanged(v =>
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button.HoldActivationDelay.BindValueChanged(v =>
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{
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text.Text = v.NewValue > 0
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? "hold for menu"
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@ -102,7 +100,7 @@ namespace osu.Game.Screens.Play.HUD
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}
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}
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private class Button : HoldToConfirmContainer, IKeyBindingHandler<GlobalAction>
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private class HoldButton : HoldToConfirmContainer, IKeyBindingHandler<GlobalAction>
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{
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private SpriteIcon icon;
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private CircularProgress circularProgress;
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@ -115,6 +113,16 @@ namespace osu.Game.Screens.Play.HUD
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public Action HoverGained;
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public Action HoverLost;
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private const double shake_duration = 20;
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private bool pendingAnimation;
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private ScheduledDelegate shakeOperation;
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public HoldButton(bool isDangerousAction)
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: base(isDangerousAction)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -161,11 +169,38 @@ namespace osu.Game.Screens.Play.HUD
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private void bind()
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{
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circularProgress.Current.BindTo(Progress);
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Progress.ValueChanged += progress => icon.Scale = new Vector2(1 + (float)progress.NewValue * 0.2f);
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((IBindable<double>)circularProgress.Current).BindTo(Progress);
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Progress.ValueChanged += progress =>
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{
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icon.Scale = new Vector2(1 + (float)progress.NewValue * 0.2f);
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if (IsDangerousAction)
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{
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Colour = Interpolation.ValueAt(progress.NewValue, Color4.White, Color4.Red, 0, 1, Easing.OutQuint);
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if (progress.NewValue > 0 && progress.NewValue < 1)
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{
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shakeOperation ??= Scheduler.AddDelayed(shake, shake_duration, true);
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}
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else
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{
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Child.MoveTo(Vector2.Zero, shake_duration * 2, Easing.OutQuint);
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shakeOperation?.Cancel();
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shakeOperation = null;
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}
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}
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};
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}
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private bool pendingAnimation;
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private void shake()
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{
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const float shake_magnitude = 8;
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Child.MoveTo(new Vector2(
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RNG.NextSingle(-1, 1) * (float)Progress.Value * shake_magnitude,
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RNG.NextSingle(-1, 1) * (float)Progress.Value * shake_magnitude
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), shake_duration);
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}
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|
||||
protected override void Confirm()
|
||||
{
|
||||
|
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