Merge branch 'master' into fix_progress_bar_info

This commit is contained in:
Dean Herbert
2022-08-26 16:14:21 +09:00
412 changed files with 6091 additions and 2767 deletions

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@ -14,9 +14,8 @@ using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Allocation;
using System.Collections.Generic;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.OpenGL.Buffers;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Rendering.Vertices;
using osu.Framework.Lists;
namespace osu.Game.Graphics.Backgrounds
@ -88,7 +87,7 @@ namespace osu.Game.Graphics.Backgrounds
private Random stableRandom;
private IShader shader;
private readonly Texture texture;
private Texture texture;
/// <summary>
/// Construct a new triangle visualisation.
@ -98,13 +97,12 @@ namespace osu.Game.Graphics.Backgrounds
{
if (seed != null)
stableRandom = new Random(seed.Value);
texture = Texture.WhitePixel;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
private void load(IRenderer renderer, ShaderManager shaders)
{
texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
}
@ -184,8 +182,8 @@ namespace osu.Game.Graphics.Backgrounds
private void addTriangles(bool randomY)
{
// limited by the maximum size of QuadVertexBuffer for safety.
const int max_triangles = QuadVertexBuffer<TexturedVertex2D>.MAX_QUADS;
// Limited by the maximum size of QuadVertexBuffer for safety.
const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
AimCount = (int)Math.Min(max_triangles, (DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio));
@ -251,7 +249,7 @@ namespace osu.Game.Graphics.Backgrounds
private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
private Vector2 size;
private QuadBatch<TexturedVertex2D> vertexBatch;
private IVertexBatch<TexturedVertex2D> vertexBatch;
public TrianglesDrawNode(Triangles source)
: base(source)
@ -270,14 +268,14 @@ namespace osu.Game.Graphics.Backgrounds
parts.AddRange(Source.parts);
}
public override void Draw(Action<TexturedVertex2D> vertexAction)
public override void Draw(IRenderer renderer)
{
base.Draw(vertexAction);
base.Draw(renderer);
if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
{
vertexBatch?.Dispose();
vertexBatch = new QuadBatch<TexturedVertex2D>(Source.AimCount, 1);
vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
}
shader.Bind();
@ -297,7 +295,7 @@ namespace osu.Game.Graphics.Backgrounds
ColourInfo colourInfo = DrawColourInfo.Colour;
colourInfo.ApplyChild(particle.Colour);
DrawTriangle(
renderer.DrawTriangle(
texture,
triangle,
colourInfo,

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@ -1,8 +1,6 @@
// 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 disable
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
@ -10,13 +8,12 @@ using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Play;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container which fires a callback when a new beat is reached.
/// Consumes a parent <see cref="GameplayClock"/> or <see cref="Beatmap"/> (whichever is first available).
/// Consumes a parent <see cref="IBeatSyncProvider"/>.
/// </summary>
/// <remarks>
/// This container does not set its own clock to the source used for beat matching.
@ -28,8 +25,10 @@ namespace osu.Game.Graphics.Containers
public class BeatSyncedContainer : Container
{
private int lastBeat;
protected TimingControlPoint LastTimingPoint { get; private set; }
protected EffectControlPoint LastEffectPoint { get; private set; }
private TimingControlPoint? lastTimingPoint { get; set; }
protected bool IsKiaiTime { get; private set; }
/// <summary>
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, ChannelAmplitudes)"/>.
@ -71,12 +70,12 @@ namespace osu.Game.Graphics.Containers
public double MinimumBeatLength { get; set; }
/// <summary>
/// Whether this container is currently tracking a beatmap's timing data.
/// Whether this container is currently tracking a beat sync provider.
/// </summary>
protected bool IsBeatSyncedWithTrack { get; private set; }
[Resolved]
protected IBeatSyncProvider BeatSyncSource { get; private set; }
protected IBeatSyncProvider BeatSyncSource { get; private set; } = null!;
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
@ -87,19 +86,18 @@ namespace osu.Game.Graphics.Containers
TimingControlPoint timingPoint;
EffectControlPoint effectPoint;
IsBeatSyncedWithTrack = BeatSyncSource.Clock?.IsRunning == true && BeatSyncSource.ControlPoints != null;
IsBeatSyncedWithTrack = BeatSyncSource.CheckBeatSyncAvailable() && BeatSyncSource.Clock?.IsRunning == true;
double currentTrackTime;
if (IsBeatSyncedWithTrack)
{
Debug.Assert(BeatSyncSource.ControlPoints != null);
Debug.Assert(BeatSyncSource.Clock != null);
currentTrackTime = BeatSyncSource.Clock.CurrentTime + EarlyActivationMilliseconds;
timingPoint = BeatSyncSource.ControlPoints.TimingPointAt(currentTrackTime);
effectPoint = BeatSyncSource.ControlPoints.EffectPointAt(currentTrackTime);
timingPoint = BeatSyncSource.ControlPoints?.TimingPointAt(currentTrackTime) ?? TimingControlPoint.DEFAULT;
effectPoint = BeatSyncSource.ControlPoints?.EffectPointAt(currentTrackTime) ?? EffectControlPoint.DEFAULT;
}
else
{
@ -128,7 +126,7 @@ namespace osu.Game.Graphics.Containers
TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
if (ReferenceEquals(timingPoint, LastTimingPoint) && beatIndex == lastBeat)
if (ReferenceEquals(timingPoint, lastTimingPoint) && beatIndex == lastBeat)
return;
// as this event is sometimes used for sound triggers where `BeginDelayedSequence` has no effect, avoid firing it if too far away from the beat.
@ -136,12 +134,13 @@ namespace osu.Game.Graphics.Containers
if (AllowMistimedEventFiring || Math.Abs(TimeSinceLastBeat) < MISTIMED_ALLOWANCE)
{
using (BeginDelayedSequence(-TimeSinceLastBeat))
OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.Amplitudes ?? ChannelAmplitudes.Empty);
OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.CurrentAmplitudes);
}
lastBeat = beatIndex;
LastTimingPoint = timingPoint;
LastEffectPoint = effectPoint;
lastTimingPoint = timingPoint;
IsKiaiTime = effectPoint.KiaiMode;
}
}
}

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@ -5,7 +5,7 @@
using System;
using System.Runtime.InteropServices;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Rendering.Vertices;
using osuTK;
using osuTK.Graphics;
using osuTK.Graphics.ES30;

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@ -137,6 +137,9 @@ namespace osu.Game.Graphics
{
switch (status)
{
case BeatmapOnlineStatus.LocallyModified:
return Color4.OrangeRed;
case BeatmapOnlineStatus.Ranked:
case BeatmapOnlineStatus.Approved:
return Color4Extensions.FromHex(@"b3ff66");

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@ -6,8 +6,8 @@
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
@ -89,7 +89,7 @@ namespace osu.Game.Graphics
currentTime = source.Time.Current;
}
protected override void Blit(Action<TexturedVertex2D> vertexAction)
protected override void Blit(IRenderer renderer)
{
double time = currentTime - startTime;
@ -112,9 +112,9 @@ namespace osu.Game.Graphics
Vector2Extensions.Transform(rect.BottomRight, DrawInfo.Matrix)
);
DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
null, TextureCoords);
renderer.DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha),
inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
textureCoords: TextureCoords);
}
}

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@ -7,8 +7,8 @@ using System;
using osu.Framework.Bindables;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
@ -107,7 +107,7 @@ namespace osu.Game.Graphics
sourceSize = Source.DrawSize;
}
protected override void Blit(Action<TexturedVertex2D> vertexAction)
protected override void Blit(IRenderer renderer)
{
foreach (var p in particles)
{
@ -136,9 +136,9 @@ namespace osu.Game.Graphics
transformPosition(rect.BottomRight, rect.Centre, angle)
);
DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
null, TextureCoords);
renderer.DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha),
inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
textureCoords: TextureCoords);
}
}

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@ -3,10 +3,9 @@
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Sprites;
@ -57,11 +56,11 @@ namespace osu.Game.Graphics.Sprites
progress = source.animationProgress;
}
protected override void Blit(Action<TexturedVertex2D> vertexAction)
protected override void Blit(IRenderer renderer)
{
Shader.GetUniform<float>("progress").UpdateValue(ref progress);
GetAppropriateShader(renderer).GetUniform<float>("progress").UpdateValue(ref progress);
base.Blit(vertexAction);
base.Blit(renderer);
}
protected override bool CanDrawOpaqueInterior => false;

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@ -167,6 +167,11 @@ namespace osu.Game.Graphics.UserInterface
{
base.Update();
// If the game goes into a suspended state (ie. debugger attached or backgrounded on a mobile device)
// we want to ignore really long periods of no processing.
if (updateClock.ElapsedFrameTime > 10000)
return;
mainContent.Width = Math.Max(mainContent.Width, counters.DrawWidth);
// Handle the case where the window has become inactive or the user changed the
@ -177,15 +182,15 @@ namespace osu.Game.Graphics.UserInterface
// use elapsed frame time rather then FramesPerSecond to better catch stutter frames.
bool hasDrawSpike = displayedFpsCount > (1000 / spike_time_ms) && drawClock.ElapsedFrameTime > spike_time_ms;
// note that we use an elapsed time here of 1 intentionally.
// this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower.
displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, updateClock.ElapsedFrameTime, hasUpdateSpike ? 0 : 100, 1);
const float damp_time = 100;
displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, updateClock.ElapsedFrameTime, hasUpdateSpike ? 0 : damp_time, updateClock.ElapsedFrameTime);
if (hasDrawSpike)
// show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show.
displayedFpsCount = 1000 / drawClock.ElapsedFrameTime;
else
displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, drawClock.FramesPerSecond, 100, Time.Elapsed);
displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, drawClock.FramesPerSecond, damp_time, Time.Elapsed);
if (Time.Current - lastUpdate > min_time_between_updates)
{
@ -203,7 +208,7 @@ namespace osu.Game.Graphics.UserInterface
if (hasSignificantChanges)
requestDisplay();
else if (isDisplayed && Time.Current - lastDisplayRequiredTime > 2000)
else if (isDisplayed && Time.Current - lastDisplayRequiredTime > 2000 && !IsHovered)
{
mainContent.FadeTo(0, 300, Easing.OutQuint);
isDisplayed = false;

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@ -20,6 +20,8 @@ namespace osu.Game.Graphics.UserInterface
/// </summary>
public class LoadingLayer : LoadingSpinner
{
private readonly bool blockInput;
[CanBeNull]
protected Box BackgroundDimLayer { get; }
@ -28,9 +30,11 @@ namespace osu.Game.Graphics.UserInterface
/// </summary>
/// <param name="dimBackground">Whether the full background area should be dimmed while loading.</param>
/// <param name="withBox">Whether the spinner should have a surrounding black box for visibility.</param>
public LoadingLayer(bool dimBackground = false, bool withBox = true)
/// <param name="blockInput">Whether to block input of components behind the loading layer.</param>
public LoadingLayer(bool dimBackground = false, bool withBox = true, bool blockInput = true)
: base(withBox)
{
this.blockInput = blockInput;
RelativeSizeAxes = Axes.Both;
Size = new Vector2(1);
@ -52,6 +56,9 @@ namespace osu.Game.Graphics.UserInterface
protected override bool Handle(UIEvent e)
{
if (!blockInput)
return false;
switch (e)
{
// blocking scroll can cause weird behaviour when this layer is used within a ScrollContainer.
@ -83,7 +90,7 @@ namespace osu.Game.Graphics.UserInterface
{
base.Update();
MainContents.Size = new Vector2(Math.Clamp(Math.Min(DrawWidth, DrawHeight) * 0.25f, 30, 100));
MainContents.Size = new Vector2(Math.Clamp(Math.Min(DrawWidth, DrawHeight) * 0.25f, 20, 100));
}
}
}

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@ -49,15 +49,15 @@ namespace osu.Game.Graphics.UserInterface
Active.BindDisabledChanged(disabled => Action = disabled ? null : Active.Toggle, true);
Active.BindValueChanged(_ =>
{
updateActiveState();
UpdateActiveState();
playSample();
});
updateActiveState();
UpdateActiveState();
base.LoadComplete();
}
private void updateActiveState()
protected virtual void UpdateActiveState()
{
DarkerColour = Active.Value ? ColourProvider.Highlight1 : ColourProvider.Background3;
LighterColour = Active.Value ? ColourProvider.Colour0 : ColourProvider.Background1;

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@ -13,6 +13,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osuTK;
@ -26,9 +27,9 @@ namespace osu.Game.Graphics.UserInterfaceV2
{
public BindableList<Colour4> Colours { get; } = new BindableList<Colour4>();
private string colourNamePrefix = "Colour";
private LocalisableString colourNamePrefix = "Colour";
public string ColourNamePrefix
public LocalisableString ColourNamePrefix
{
get => colourNamePrefix;
set

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@ -5,6 +5,7 @@
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
namespace osu.Game.Graphics.UserInterfaceV2
{
@ -17,7 +18,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
public BindableList<Colour4> Colours => Component.Colours;
public string ColourNamePrefix
public LocalisableString ColourNamePrefix
{
get => Component.ColourNamePrefix;
set => Component.ColourNamePrefix = value;