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https://github.com/ppy/osu
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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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commit
fb5fcdd083
108
osu.Game.Rulesets.Osu.Tests/LegacyMainCirclePieceTest.cs
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108
osu.Game.Rulesets.Osu.Tests/LegacyMainCirclePieceTest.cs
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@ -0,0 +1,108 @@
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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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#nullable enable
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using System;
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using System.Diagnostics;
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using System.Linq;
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using Moq;
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using NUnit.Framework;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Osu.Skinning.Legacy;
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using osu.Game.Skinning;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[HeadlessTest]
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public class LegacyMainCirclePieceTest : OsuTestScene
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{
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private static readonly object?[][] texture_priority_cases =
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{
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// default priority lookup
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new object?[]
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{
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// available textures
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new[] { @"hitcircle", @"hitcircleoverlay" },
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// priority lookup prefix
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null,
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// expected circle and overlay
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@"hitcircle", @"hitcircleoverlay",
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},
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// custom priority lookup
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new object?[]
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{
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new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle", @"sliderstartcircleoverlay" },
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@"sliderstartcircle",
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@"sliderstartcircle", @"sliderstartcircleoverlay",
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},
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// when no sprites are available for the specified prefix, fall back to "hitcircle"/"hitcircleoverlay".
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new object?[]
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{
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new[] { @"hitcircle", @"hitcircleoverlay" },
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@"sliderstartcircle",
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@"hitcircle", @"hitcircleoverlay",
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},
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// when a circle is available for the specified prefix but no overlay exists, no overlay is displayed.
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new object?[]
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{
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new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle" },
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@"sliderstartcircle",
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@"sliderstartcircle", null
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},
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// when no circle is available for the specified prefix but an overlay exists, the overlay is ignored.
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new object?[]
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{
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new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircleoverlay" },
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@"sliderstartcircle",
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@"hitcircle", @"hitcircleoverlay",
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}
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};
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[TestCaseSource(nameof(texture_priority_cases))]
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public void TestTexturePriorities(string[] textureFilenames, string priorityLookup, string? expectedCircle, string? expectedOverlay)
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{
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TestLegacyMainCirclePiece piece = null!;
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AddStep("load circle piece", () =>
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{
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var skin = new Mock<ISkinSource>();
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// shouldn't be required as GetTexture(string) calls GetTexture(string, WrapMode, WrapMode) by default,
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// but moq doesn't handle that well, therefore explicitly requiring to use `CallBase`:
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// https://github.com/moq/moq4/issues/972
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skin.Setup(s => s.GetTexture(It.IsAny<string>())).CallBase();
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skin.Setup(s => s.GetTexture(It.IsIn(textureFilenames), It.IsAny<WrapMode>(), It.IsAny<WrapMode>()))
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.Returns((string componentName, WrapMode _, WrapMode __) => new Texture(1, 1) { AssetName = componentName });
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Child = new DependencyProvidingContainer
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{
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CachedDependencies = new (Type, object)[] { (typeof(ISkinSource), skin.Object) },
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Child = piece = new TestLegacyMainCirclePiece(priorityLookup),
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};
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var sprites = this.ChildrenOfType<Sprite>().Where(s => s.Texture.AssetName != null).DistinctBy(s => s.Texture.AssetName).ToArray();
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Debug.Assert(sprites.Length <= 2);
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});
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AddAssert("check circle sprite", () => piece.CircleSprite?.Texture?.AssetName == expectedCircle);
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AddAssert("check overlay sprite", () => piece.OverlaySprite?.Texture?.AssetName == expectedOverlay);
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}
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private class TestLegacyMainCirclePiece : LegacyMainCirclePiece
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{
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public new Sprite? CircleSprite => base.CircleSprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
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public new Sprite? OverlaySprite => base.OverlaySprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
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public TestLegacyMainCirclePiece(string? priorityLookupPrefix)
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: base(priorityLookupPrefix, false)
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{
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}
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}
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}
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}
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@ -3,10 +3,10 @@
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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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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using osu.Framework.Graphics.Textures;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -16,63 +16,61 @@ using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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#nullable enable
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public class LegacyMainCirclePiece : CompositeDrawable
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{
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public override bool RemoveCompletedTransforms => false;
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private readonly string priorityLookup;
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/// <summary>
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/// A prioritised prefix to perform texture lookups with.
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/// </summary>
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private readonly string? priorityLookupPrefix;
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private readonly bool hasNumber;
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public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
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protected Drawable CircleSprite = null!;
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protected Drawable OverlaySprite = null!;
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protected Container OverlayLayer { get; private set; } = null!;
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private SkinnableSpriteText hitCircleText = null!;
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved(canBeNull: true)]
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private DrawableHitObject? drawableObject { get; set; }
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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public LegacyMainCirclePiece(string? priorityLookupPrefix = null, bool hasNumber = true)
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{
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this.priorityLookup = priorityLookup;
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this.priorityLookupPrefix = priorityLookupPrefix;
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this.hasNumber = hasNumber;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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}
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private Drawable hitCircleSprite;
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protected Container OverlayLayer { get; private set; }
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private Drawable hitCircleOverlay;
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private SkinnableSpriteText hitCircleText;
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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var drawableOsuObject = (DrawableOsuHitObject?)drawableObject;
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bool allowFallback = false;
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// attempt lookup using priority specification
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Texture baseTexture = getTextureWithFallback(string.Empty);
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// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
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if (baseTexture == null)
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{
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allowFallback = true;
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baseTexture = getTextureWithFallback(string.Empty);
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}
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// if a base texture for the specified prefix exists, continue using it for subsequent lookups.
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// otherwise fall back to the default prefix "hitcircle".
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string circleName = (priorityLookupPrefix != null && skin.GetTexture(priorityLookupPrefix) != null) ? priorityLookupPrefix : @"hitcircle";
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// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
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// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
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// the conditional above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png.
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InternalChildren = new[]
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{
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hitCircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = baseTexture })
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CircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimationWithFallback(@"overlay", 1000 / 2d))
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Child = OverlaySprite = new KiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -105,39 +103,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
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if (overlayAboveNumber)
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OverlayLayer.ChangeChildDepth(hitCircleOverlay, float.MinValue);
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OverlayLayer.ChangeChildDepth(OverlaySprite, float.MinValue);
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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Texture getTextureWithFallback(string name)
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if (drawableOsuObject != null)
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{
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Texture tex = null;
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if (!string.IsNullOrEmpty(priorityLookup))
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{
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tex = skin.GetTexture($"{priorityLookup}{name}");
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if (!allowFallback)
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return tex;
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}
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return tex ?? skin.GetTexture($"hitcircle{name}");
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}
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Drawable getAnimationWithFallback(string name, double frameLength)
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{
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Drawable animation = null;
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if (!string.IsNullOrEmpty(priorityLookup))
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{
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animation = skin.GetAnimation($"{priorityLookup}{name}", true, true, frameLength: frameLength);
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if (!allowFallback)
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return animation;
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}
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return animation ?? skin.GetAnimation($"hitcircle{name}", true, true, frameLength: frameLength);
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accentColour.BindTo(drawableOsuObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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}
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}
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@ -145,28 +116,31 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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base.LoadComplete();
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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accentColour.BindValueChanged(colour => CircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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if (hasNumber)
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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if (drawableObject != null)
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{
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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}
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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const double legacy_fade_duration = 240;
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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using (BeginAbsoluteSequence(drawableObject.AsNonNull().HitStateUpdateTime))
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{
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switch (state)
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{
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case ArmedState.Hit:
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hitCircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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CircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
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CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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hitCircleOverlay.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleOverlay.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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OverlaySprite.FadeOut(legacy_fade_duration, Easing.Out);
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OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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if (hasNumber)
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{
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