Merge pull request #17878 from frenzibyte/legacy-hitcircle-sprite-priority

Improve legacy hitcircle texture lookup to match 1:1 with stable
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Dean Herbert 2022-04-20 23:00:23 +09:00 committed by GitHub
commit fb5fcdd083
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2 changed files with 157 additions and 75 deletions

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@ -0,0 +1,108 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System;
using System.Diagnostics;
using System.Linq;
using Moq;
using NUnit.Framework;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Osu.Tests
{
[HeadlessTest]
public class LegacyMainCirclePieceTest : OsuTestScene
{
private static readonly object?[][] texture_priority_cases =
{
// default priority lookup
new object?[]
{
// available textures
new[] { @"hitcircle", @"hitcircleoverlay" },
// priority lookup prefix
null,
// expected circle and overlay
@"hitcircle", @"hitcircleoverlay",
},
// custom priority lookup
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"sliderstartcircle", @"sliderstartcircleoverlay",
},
// when no sprites are available for the specified prefix, fall back to "hitcircle"/"hitcircleoverlay".
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
},
// when a circle is available for the specified prefix but no overlay exists, no overlay is displayed.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle" },
@"sliderstartcircle",
@"sliderstartcircle", null
},
// when no circle is available for the specified prefix but an overlay exists, the overlay is ignored.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
}
};
[TestCaseSource(nameof(texture_priority_cases))]
public void TestTexturePriorities(string[] textureFilenames, string priorityLookup, string? expectedCircle, string? expectedOverlay)
{
TestLegacyMainCirclePiece piece = null!;
AddStep("load circle piece", () =>
{
var skin = new Mock<ISkinSource>();
// shouldn't be required as GetTexture(string) calls GetTexture(string, WrapMode, WrapMode) by default,
// but moq doesn't handle that well, therefore explicitly requiring to use `CallBase`:
// https://github.com/moq/moq4/issues/972
skin.Setup(s => s.GetTexture(It.IsAny<string>())).CallBase();
skin.Setup(s => s.GetTexture(It.IsIn(textureFilenames), It.IsAny<WrapMode>(), It.IsAny<WrapMode>()))
.Returns((string componentName, WrapMode _, WrapMode __) => new Texture(1, 1) { AssetName = componentName });
Child = new DependencyProvidingContainer
{
CachedDependencies = new (Type, object)[] { (typeof(ISkinSource), skin.Object) },
Child = piece = new TestLegacyMainCirclePiece(priorityLookup),
};
var sprites = this.ChildrenOfType<Sprite>().Where(s => s.Texture.AssetName != null).DistinctBy(s => s.Texture.AssetName).ToArray();
Debug.Assert(sprites.Length <= 2);
});
AddAssert("check circle sprite", () => piece.CircleSprite?.Texture?.AssetName == expectedCircle);
AddAssert("check overlay sprite", () => piece.OverlaySprite?.Texture?.AssetName == expectedOverlay);
}
private class TestLegacyMainCirclePiece : LegacyMainCirclePiece
{
public new Sprite? CircleSprite => base.CircleSprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
public new Sprite? OverlaySprite => base.OverlaySprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
public TestLegacyMainCirclePiece(string? priorityLookupPrefix)
: base(priorityLookupPrefix, false)
{
}
}
}
}

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@ -3,10 +3,10 @@
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
@ -16,63 +16,61 @@ using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
#nullable enable
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacyMainCirclePiece : CompositeDrawable
{
public override bool RemoveCompletedTransforms => false;
private readonly string priorityLookup;
/// <summary>
/// A prioritised prefix to perform texture lookups with.
/// </summary>
private readonly string? priorityLookupPrefix;
private readonly bool hasNumber;
public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
protected Drawable CircleSprite = null!;
protected Drawable OverlaySprite = null!;
protected Container OverlayLayer { get; private set; } = null!;
private SkinnableSpriteText hitCircleText = null!;
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved(canBeNull: true)]
private DrawableHitObject? drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; } = null!;
public LegacyMainCirclePiece(string? priorityLookupPrefix = null, bool hasNumber = true)
{
this.priorityLookup = priorityLookup;
this.priorityLookupPrefix = priorityLookupPrefix;
this.hasNumber = hasNumber;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
}
private Drawable hitCircleSprite;
protected Container OverlayLayer { get; private set; }
private Drawable hitCircleOverlay;
private SkinnableSpriteText hitCircleText;
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved]
private DrawableHitObject drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; }
[BackgroundDependencyLoader]
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
var drawableOsuObject = (DrawableOsuHitObject?)drawableObject;
bool allowFallback = false;
// attempt lookup using priority specification
Texture baseTexture = getTextureWithFallback(string.Empty);
// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
if (baseTexture == null)
{
allowFallback = true;
baseTexture = getTextureWithFallback(string.Empty);
}
// if a base texture for the specified prefix exists, continue using it for subsequent lookups.
// otherwise fall back to the default prefix "hitcircle".
string circleName = (priorityLookupPrefix != null && skin.GetTexture(priorityLookupPrefix) != null) ? priorityLookupPrefix : @"hitcircle";
// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
// the conditional above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png.
InternalChildren = new[]
{
hitCircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = baseTexture })
CircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimationWithFallback(@"overlay", 1000 / 2d))
Child = OverlaySprite = new KiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -105,39 +103,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
if (overlayAboveNumber)
OverlayLayer.ChangeChildDepth(hitCircleOverlay, float.MinValue);
OverlayLayer.ChangeChildDepth(OverlaySprite, float.MinValue);
accentColour.BindTo(drawableObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
Texture getTextureWithFallback(string name)
if (drawableOsuObject != null)
{
Texture tex = null;
if (!string.IsNullOrEmpty(priorityLookup))
{
tex = skin.GetTexture($"{priorityLookup}{name}");
if (!allowFallback)
return tex;
}
return tex ?? skin.GetTexture($"hitcircle{name}");
}
Drawable getAnimationWithFallback(string name, double frameLength)
{
Drawable animation = null;
if (!string.IsNullOrEmpty(priorityLookup))
{
animation = skin.GetAnimation($"{priorityLookup}{name}", true, true, frameLength: frameLength);
if (!allowFallback)
return animation;
}
return animation ?? skin.GetAnimation($"hitcircle{name}", true, true, frameLength: frameLength);
accentColour.BindTo(drawableOsuObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
}
}
@ -145,28 +116,31 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
base.LoadComplete();
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
accentColour.BindValueChanged(colour => CircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
if (drawableObject != null)
{
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
using (BeginAbsoluteSequence(drawableObject.AsNonNull().HitStateUpdateTime))
{
switch (state)
{
case ArmedState.Hit:
hitCircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
CircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
hitCircleOverlay.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleOverlay.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
OverlaySprite.FadeOut(legacy_fade_duration, Easing.Out);
OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
if (hasNumber)
{