From 45225646684d9f28b19650b3fffaa3d9791695d6 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Sat, 1 Aug 2020 19:44:30 +0200 Subject: [PATCH 01/14] Add GameplayDisableOverlays setting. --- osu.Game/Configuration/OsuConfigManager.cs | 4 +++- .../Overlays/Settings/Sections/Gameplay/GeneralSettings.cs | 5 +++++ 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/osu.Game/Configuration/OsuConfigManager.cs b/osu.Game/Configuration/OsuConfigManager.cs index a8a8794320..44c0fbde82 100644 --- a/osu.Game/Configuration/OsuConfigManager.cs +++ b/osu.Game/Configuration/OsuConfigManager.cs @@ -100,6 +100,7 @@ namespace osu.Game.Configuration Set(OsuSetting.IncreaseFirstObjectVisibility, true); Set(OsuSetting.GameplayDisableWinKey, true); + Set(OsuSetting.GameplayDisableOverlayActivation, true); // Update Set(OsuSetting.ReleaseStream, ReleaseStream.Lazer); @@ -231,6 +232,7 @@ namespace osu.Game.Configuration UIHoldActivationDelay, HitLighting, MenuBackgroundSource, - GameplayDisableWinKey + GameplayDisableWinKey, + GameplayDisableOverlayActivation } } diff --git a/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs b/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs index 0149e6c3a6..c2e668fe68 100644 --- a/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs +++ b/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs @@ -77,6 +77,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay { LabelText = "Score display mode", Bindable = config.GetBindable(OsuSetting.ScoreDisplayMode) + }, + new SettingsCheckbox + { + LabelText = "Disable overlays during gameplay", + Bindable = config.GetBindable(OsuSetting.GameplayDisableOverlayActivation) } }; From f1ba576438eb84e9303619fb6bec9f54ad3c5a1c Mon Sep 17 00:00:00 2001 From: Lucas A Date: Sun, 2 Aug 2020 21:34:35 +0200 Subject: [PATCH 02/14] Disable overlay activation when in gameplay. --- osu.Game/Screens/Play/Player.cs | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 541275cf55..24c27fde8d 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -63,6 +63,8 @@ namespace osu.Game.Screens.Play private Bindable mouseWheelDisabled; + private Bindable gameplayOverlaysDisabled; + private readonly Bindable storyboardReplacesBackground = new Bindable(); public int RestartCount; @@ -77,6 +79,9 @@ namespace osu.Game.Screens.Play [Resolved] private IAPIProvider api { get; set; } + [Resolved] + private OsuGame game { get; set; } + private SampleChannel sampleRestart; public BreakOverlay BreakOverlay; @@ -165,6 +170,7 @@ namespace osu.Game.Screens.Play sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); + gameplayOverlaysDisabled = config.GetBindable(OsuSetting.GameplayDisableOverlayActivation); DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); @@ -197,6 +203,13 @@ namespace osu.Game.Screens.Play skipOverlay.Hide(); } + gameplayOverlaysDisabled.ValueChanged += disabled => + { + game.OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.All; + }; + DrawableRuleset.IsPaused.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); + + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it @@ -627,6 +640,8 @@ namespace osu.Game.Screens.Play foreach (var mod in Mods.Value.OfType()) mod.ApplyToHUD(HUDOverlay); + + gameplayOverlaysDisabled.TriggerChange(); } public override void OnSuspending(IScreen next) From fe97d472dfafa30cdd7686074191d6b04815446f Mon Sep 17 00:00:00 2001 From: Lucas A Date: Sun, 2 Aug 2020 21:53:13 +0200 Subject: [PATCH 03/14] Enable back overlays when a replay is loaded. --- osu.Game/Screens/Play/Player.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 24c27fde8d..9d4a4741d5 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -205,10 +205,13 @@ namespace osu.Game.Screens.Play gameplayOverlaysDisabled.ValueChanged += disabled => { - game.OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.All; + if (DrawableRuleset.HasReplayLoaded.Value) + game.OverlayActivationMode.Value = OverlayActivation.UserTriggered; + else + game.OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; }; DrawableRuleset.IsPaused.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); - + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); From 25ebb8619d2cbaa6fc232ed742d33da91b80d703 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Mon, 3 Aug 2020 16:00:10 +0200 Subject: [PATCH 04/14] Add tests. --- .../Gameplay/TestSceneOverlayActivation.cs | 54 +++++++++++++++++++ osu.Game/Screens/Play/Player.cs | 11 ++-- 2 files changed, 62 insertions(+), 3 deletions(-) create mode 100644 osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs new file mode 100644 index 0000000000..107a3a2a4b --- /dev/null +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -0,0 +1,54 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using NUnit.Framework; +using osu.Framework.Allocation; +using osu.Game.Configuration; +using osu.Game.Overlays; +using osu.Game.Rulesets; + +namespace osu.Game.Tests.Visual.Gameplay +{ + public class TestSceneOverlayActivation : OsuPlayerTestScene + { + private OverlayTestPlayer testPlayer; + + [Resolved] + private OsuConfigManager mng { get; set; } + + public override void SetUpSteps() + { + AddStep("disable overlay activation during gameplay", () => mng.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + base.SetUpSteps(); + } + + [Test] + public void TestGameplayOverlayActivationSetting() + { + AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + } + + [Test] + public void TestGameplayOverlayActivationPaused() + { + AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("pause gameplay", () => testPlayer.Pause()); + AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + } + + [Test] + public void TestGameplayOverlayActivationReplayLoaded() + { + AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("load a replay", () => testPlayer.DrawableRuleset.HasReplayLoaded.Value = true); + AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + } + + protected override TestPlayer CreatePlayer(Ruleset ruleset) => testPlayer = new OverlayTestPlayer(); + + private class OverlayTestPlayer : TestPlayer + { + public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value; + } + } +} diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 9d4a4741d5..45a9b442be 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -79,7 +79,7 @@ namespace osu.Game.Screens.Play [Resolved] private IAPIProvider api { get; set; } - [Resolved] + [Resolved(CanBeNull = true)] private OsuGame game { get; set; } private SampleChannel sampleRestart; @@ -90,6 +90,8 @@ namespace osu.Game.Screens.Play private SkipOverlay skipOverlay; + protected readonly Bindable OverlayActivationMode = new Bindable(OverlayActivation.Disabled); + protected ScoreProcessor ScoreProcessor { get; private set; } protected HealthProcessor HealthProcessor { get; private set; } @@ -203,12 +205,15 @@ namespace osu.Game.Screens.Play skipOverlay.Hide(); } + if (game != null) + OverlayActivationMode.BindTo(game.OverlayActivationMode); + gameplayOverlaysDisabled.ValueChanged += disabled => { if (DrawableRuleset.HasReplayLoaded.Value) - game.OverlayActivationMode.Value = OverlayActivation.UserTriggered; + OverlayActivationMode.Value = OverlayActivation.UserTriggered; else - game.OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; + OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; }; DrawableRuleset.IsPaused.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); From 242a035f7e693dcbd00c0f0d381cd6f16c211f9e Mon Sep 17 00:00:00 2001 From: Lucas A Date: Mon, 3 Aug 2020 21:25:45 +0200 Subject: [PATCH 05/14] Apply review suggestions. --- .../Gameplay/TestSceneOverlayActivation.cs | 4 +-- osu.Game/Screens/Play/Player.cs | 25 +++++++++++-------- 2 files changed, 17 insertions(+), 12 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs index 107a3a2a4b..9e93cf363d 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -14,11 +14,11 @@ namespace osu.Game.Tests.Visual.Gameplay private OverlayTestPlayer testPlayer; [Resolved] - private OsuConfigManager mng { get; set; } + private OsuConfigManager config { get; set; } public override void SetUpSteps() { - AddStep("disable overlay activation during gameplay", () => mng.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddStep("disable overlay activation during gameplay", () => config.Set(OsuSetting.GameplayDisableOverlayActivation, true)); base.SetUpSteps(); } diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 45a9b442be..7906f5bfe1 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -90,7 +90,10 @@ namespace osu.Game.Screens.Play private SkipOverlay skipOverlay; - protected readonly Bindable OverlayActivationMode = new Bindable(OverlayActivation.Disabled); + /// + /// The current activation mode for overlays. + /// + protected readonly Bindable OverlayActivationMode = new Bindable(OverlayActivation.UserTriggered); protected ScoreProcessor ScoreProcessor { get; private set; } @@ -208,15 +211,9 @@ namespace osu.Game.Screens.Play if (game != null) OverlayActivationMode.BindTo(game.OverlayActivationMode); - gameplayOverlaysDisabled.ValueChanged += disabled => - { - if (DrawableRuleset.HasReplayLoaded.Value) - OverlayActivationMode.Value = OverlayActivation.UserTriggered; - else - OverlayActivationMode.Value = disabled.NewValue && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; - }; - DrawableRuleset.IsPaused.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); - DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => gameplayOverlaysDisabled.TriggerChange()); + gameplayOverlaysDisabled.ValueChanged += disabled => updateOverlayActivationMode(); + DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); @@ -362,6 +359,14 @@ namespace osu.Game.Screens.Play HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue; } + private void updateOverlayActivationMode() + { + if (DrawableRuleset.HasReplayLoaded.Value) + OverlayActivationMode.Value = OverlayActivation.UserTriggered; + else + OverlayActivationMode.Value = gameplayOverlaysDisabled.Value && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; + } + private void updatePauseOnFocusLostState() => HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost && !DrawableRuleset.HasReplayLoaded.Value From 30c7a6f6a72d9c711c32e4dc351c6d74ed39a6b2 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Mon, 3 Aug 2020 21:33:18 +0200 Subject: [PATCH 06/14] Fix CI issue and use method instead of triggering change on bindable. --- osu.Game/Screens/Play/Player.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 7906f5bfe1..819942e6af 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -211,7 +211,7 @@ namespace osu.Game.Screens.Play if (game != null) OverlayActivationMode.BindTo(game.OverlayActivationMode); - gameplayOverlaysDisabled.ValueChanged += disabled => updateOverlayActivationMode(); + gameplayOverlaysDisabled.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); @@ -654,7 +654,7 @@ namespace osu.Game.Screens.Play foreach (var mod in Mods.Value.OfType()) mod.ApplyToHUD(HUDOverlay); - gameplayOverlaysDisabled.TriggerChange(); + updateOverlayActivationMode(); } public override void OnSuspending(IScreen next) From 71895964f408c1fec6c8b6ca8155ca03aca0e044 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Wed, 5 Aug 2020 11:21:09 +0200 Subject: [PATCH 07/14] Refactor overlay activation logic and reword tip. --- osu.Game/Screens/Menu/Disclaimer.cs | 2 +- osu.Game/Screens/Play/Player.cs | 6 ++++-- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/osu.Game/Screens/Menu/Disclaimer.cs b/osu.Game/Screens/Menu/Disclaimer.cs index 986de1edf0..fcb9aacd76 100644 --- a/osu.Game/Screens/Menu/Disclaimer.cs +++ b/osu.Game/Screens/Menu/Disclaimer.cs @@ -190,7 +190,7 @@ namespace osu.Game.Screens.Menu { "You can press Ctrl-T anywhere in the game to toggle the toolbar!", "You can press Ctrl-O anywhere in the game to access options!", - "All settings are dynamic and take effect in real-time. Try changing the skin while playing!", + "All settings are dynamic and take effect in real-time. Try pausing and changing the skin while playing!", "New features are coming online every update. Make sure to stay up-to-date!", "If you find the UI too large or small, try adjusting UI scale in settings!", "Try adjusting the \"Screen Scaling\" mode to change your gameplay or UI area, even in fullscreen!", diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 819942e6af..8f8128abfc 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -361,10 +361,12 @@ namespace osu.Game.Screens.Play private void updateOverlayActivationMode() { - if (DrawableRuleset.HasReplayLoaded.Value) + bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || !gameplayOverlaysDisabled.Value; + + if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) OverlayActivationMode.Value = OverlayActivation.UserTriggered; else - OverlayActivationMode.Value = gameplayOverlaysDisabled.Value && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; + OverlayActivationMode.Value = OverlayActivation.Disabled; } private void updatePauseOnFocusLostState() => From f8ef53a62e0f4fecc26a614373749ccf08b14d43 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Fri, 7 Aug 2020 10:17:11 +0200 Subject: [PATCH 08/14] Fix tests. --- .../Visual/Gameplay/TestSceneOverlayActivation.cs | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs index 9e93cf363d..03e1337125 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -2,7 +2,6 @@ // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; -using osu.Framework.Allocation; using osu.Game.Configuration; using osu.Game.Overlays; using osu.Game.Rulesets; @@ -13,21 +12,25 @@ namespace osu.Game.Tests.Visual.Gameplay { private OverlayTestPlayer testPlayer; - [Resolved] - private OsuConfigManager config { get; set; } - public override void SetUpSteps() { - AddStep("disable overlay activation during gameplay", () => config.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); base.SetUpSteps(); } [Test] - public void TestGameplayOverlayActivationSetting() + public void TestGameplayOverlayActivation() { AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); } + [Test] + public void TestGameplayOverlayActivationDisabled() + { + AddStep("enable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, false)); + AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + } + [Test] public void TestGameplayOverlayActivationPaused() { From 9a09f97478f063384a03c0d35d23f359cc9d1353 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sat, 8 Aug 2020 21:21:30 +0200 Subject: [PATCH 09/14] Extract constant to avoid double initial value spec --- osu.Game/Screens/Play/Player.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 8f8128abfc..67283c843d 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -50,7 +50,13 @@ namespace osu.Game.Screens.Play public override bool HideOverlaysOnEnter => true; - public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered; + private const OverlayActivation initial_overlay_activation_mode = OverlayActivation.UserTriggered; + public override OverlayActivation InitialOverlayActivationMode => initial_overlay_activation_mode; + + /// + /// The current activation mode for overlays. + /// + protected readonly Bindable OverlayActivationMode = new Bindable(initial_overlay_activation_mode); /// /// Whether gameplay should pause when the game window focus is lost. @@ -90,11 +96,6 @@ namespace osu.Game.Screens.Play private SkipOverlay skipOverlay; - /// - /// The current activation mode for overlays. - /// - protected readonly Bindable OverlayActivationMode = new Bindable(OverlayActivation.UserTriggered); - protected ScoreProcessor ScoreProcessor { get; private set; } protected HealthProcessor HealthProcessor { get; private set; } From 052bb06c910e3618b8cc83badeb41fa0b71c7f1f Mon Sep 17 00:00:00 2001 From: Lucas A Date: Mon, 10 Aug 2020 20:13:50 +0200 Subject: [PATCH 10/14] Add ability to open overlays during gameplay breaks. --- .../Visual/Gameplay/TestSceneOverlayActivation.cs | 11 +++++++++++ osu.Game/Screens/Play/Player.cs | 3 ++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs index 03e1337125..7fd5158515 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -1,6 +1,7 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System.Linq; using NUnit.Framework; using osu.Game.Configuration; using osu.Game.Overlays; @@ -47,6 +48,16 @@ namespace osu.Game.Tests.Visual.Gameplay AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); } + [Test] + public void TestGameplayOverlayActivationBreaks() + { + AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("seek to break", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime)); + AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + AddStep("seek to break end", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime)); + AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + } + protected override TestPlayer CreatePlayer(Ruleset ruleset) => testPlayer = new OverlayTestPlayer(); private class OverlayTestPlayer : TestPlayer diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 67283c843d..fba35af29e 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -215,6 +215,7 @@ namespace osu.Game.Screens.Play gameplayOverlaysDisabled.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); + breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); @@ -362,7 +363,7 @@ namespace osu.Game.Screens.Play private void updateOverlayActivationMode() { - bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || !gameplayOverlaysDisabled.Value; + bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value || !gameplayOverlaysDisabled.Value; if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) OverlayActivationMode.Value = OverlayActivation.UserTriggered; From f74e162bbc90e5c32be17cc4231571a960fc482b Mon Sep 17 00:00:00 2001 From: Lucas A Date: Mon, 10 Aug 2020 20:27:42 +0200 Subject: [PATCH 11/14] Fix overlay activation mode being updated when player is not current screen. --- osu.Game/Screens/Play/Player.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index fba35af29e..2ecddf0f23 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -363,6 +363,9 @@ namespace osu.Game.Screens.Play private void updateOverlayActivationMode() { + if (!this.IsCurrentScreen()) + return; + bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value || !gameplayOverlaysDisabled.Value; if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) From 84cb36b6a8ee180552b41f48711b149d710cbaf6 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Thu, 13 Aug 2020 10:57:18 +0200 Subject: [PATCH 12/14] Defer subscriptions for updateOverlayActivationMode() to OnEntering() --- osu.Game/Screens/Play/Player.cs | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 2ecddf0f23..6bb4be4096 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -212,11 +212,6 @@ namespace osu.Game.Screens.Play if (game != null) OverlayActivationMode.BindTo(game.OverlayActivationMode); - gameplayOverlaysDisabled.BindValueChanged(_ => updateOverlayActivationMode()); - DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); - DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); - breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); - DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it @@ -363,9 +358,6 @@ namespace osu.Game.Screens.Play private void updateOverlayActivationMode() { - if (!this.IsCurrentScreen()) - return; - bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value || !gameplayOverlaysDisabled.Value; if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) @@ -661,7 +653,10 @@ namespace osu.Game.Screens.Play foreach (var mod in Mods.Value.OfType()) mod.ApplyToHUD(HUDOverlay); - updateOverlayActivationMode(); + DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); + breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); + gameplayOverlaysDisabled.BindValueChanged(_ => updateOverlayActivationMode(), true); } public override void OnSuspending(IScreen next) From 74a8a4bca8dc7ee11a15e764e87c828bb9509668 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Thu, 13 Aug 2020 21:53:17 +0200 Subject: [PATCH 13/14] Make testing code clearer to understand. --- .../Gameplay/TestSceneOverlayActivation.cs | 42 +++++++++---------- 1 file changed, 20 insertions(+), 22 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs index 7fd5158515..04c67433fa 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -11,56 +11,54 @@ namespace osu.Game.Tests.Visual.Gameplay { public class TestSceneOverlayActivation : OsuPlayerTestScene { - private OverlayTestPlayer testPlayer; - - public override void SetUpSteps() - { - AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); - base.SetUpSteps(); - } + protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer; [Test] public void TestGameplayOverlayActivation() { - AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); } [Test] public void TestGameplayOverlayActivationDisabled() { AddStep("enable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, false)); - AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); } [Test] public void TestGameplayOverlayActivationPaused() { - AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); - AddStep("pause gameplay", () => testPlayer.Pause()); - AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("pause gameplay", () => Player.Pause()); + AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); } [Test] public void TestGameplayOverlayActivationReplayLoaded() { - AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); - AddStep("load a replay", () => testPlayer.DrawableRuleset.HasReplayLoaded.Value = true); - AddAssert("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); + AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true); + AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); } [Test] public void TestGameplayOverlayActivationBreaks() { - AddAssert("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); - AddStep("seek to break", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime)); - AddUntilStep("activation mode is user triggered", () => testPlayer.OverlayActivationMode == OverlayActivation.UserTriggered); - AddStep("seek to break end", () => testPlayer.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime)); - AddUntilStep("activation mode is disabled", () => testPlayer.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); + AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); + AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime)); + AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); + AddStep("seek to break end", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime)); + AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); } - protected override TestPlayer CreatePlayer(Ruleset ruleset) => testPlayer = new OverlayTestPlayer(); + protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OverlayTestPlayer(); - private class OverlayTestPlayer : TestPlayer + protected class OverlayTestPlayer : TestPlayer { public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value; } From 589d4eeb5297a046b7001cb7c55a2e9b5c3ea824 Mon Sep 17 00:00:00 2001 From: Lucas A Date: Sun, 16 Aug 2020 17:18:40 +0200 Subject: [PATCH 14/14] Remove setting. --- .../Visual/Gameplay/TestSceneOverlayActivation.cs | 12 ------------ osu.Game/Configuration/OsuConfigManager.cs | 2 -- .../Settings/Sections/Gameplay/GeneralSettings.cs | 5 ----- osu.Game/Screens/Play/Player.cs | 14 ++++++-------- 4 files changed, 6 insertions(+), 27 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs index 04c67433fa..3ee0f4e720 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneOverlayActivation.cs @@ -3,7 +3,6 @@ using System.Linq; using NUnit.Framework; -using osu.Game.Configuration; using osu.Game.Overlays; using osu.Game.Rulesets; @@ -16,21 +15,12 @@ namespace osu.Game.Tests.Visual.Gameplay [Test] public void TestGameplayOverlayActivation() { - AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); } - [Test] - public void TestGameplayOverlayActivationDisabled() - { - AddStep("enable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, false)); - AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); - } - [Test] public void TestGameplayOverlayActivationPaused() { - AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddStep("pause gameplay", () => Player.Pause()); AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); @@ -39,7 +29,6 @@ namespace osu.Game.Tests.Visual.Gameplay [Test] public void TestGameplayOverlayActivationReplayLoaded() { - AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true); AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); @@ -48,7 +37,6 @@ namespace osu.Game.Tests.Visual.Gameplay [Test] public void TestGameplayOverlayActivationBreaks() { - AddStep("disable overlay activation during gameplay", () => LocalConfig.Set(OsuSetting.GameplayDisableOverlayActivation, true)); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime)); AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); diff --git a/osu.Game/Configuration/OsuConfigManager.cs b/osu.Game/Configuration/OsuConfigManager.cs index 44c0fbde82..d49c78183e 100644 --- a/osu.Game/Configuration/OsuConfigManager.cs +++ b/osu.Game/Configuration/OsuConfigManager.cs @@ -100,7 +100,6 @@ namespace osu.Game.Configuration Set(OsuSetting.IncreaseFirstObjectVisibility, true); Set(OsuSetting.GameplayDisableWinKey, true); - Set(OsuSetting.GameplayDisableOverlayActivation, true); // Update Set(OsuSetting.ReleaseStream, ReleaseStream.Lazer); @@ -233,6 +232,5 @@ namespace osu.Game.Configuration HitLighting, MenuBackgroundSource, GameplayDisableWinKey, - GameplayDisableOverlayActivation } } diff --git a/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs b/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs index c2e668fe68..0149e6c3a6 100644 --- a/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs +++ b/osu.Game/Overlays/Settings/Sections/Gameplay/GeneralSettings.cs @@ -77,11 +77,6 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay { LabelText = "Score display mode", Bindable = config.GetBindable(OsuSetting.ScoreDisplayMode) - }, - new SettingsCheckbox - { - LabelText = "Disable overlays during gameplay", - Bindable = config.GetBindable(OsuSetting.GameplayDisableOverlayActivation) } }; diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 6bb4be4096..17838e0502 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -69,8 +69,6 @@ namespace osu.Game.Screens.Play private Bindable mouseWheelDisabled; - private Bindable gameplayOverlaysDisabled; - private readonly Bindable storyboardReplacesBackground = new Bindable(); public int RestartCount; @@ -176,7 +174,6 @@ namespace osu.Game.Screens.Play sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); - gameplayOverlaysDisabled = config.GetBindable(OsuSetting.GameplayDisableOverlayActivation); DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); @@ -212,6 +209,10 @@ namespace osu.Game.Screens.Play if (game != null) OverlayActivationMode.BindTo(game.OverlayActivationMode); + DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); + breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it @@ -358,7 +359,7 @@ namespace osu.Game.Screens.Play private void updateOverlayActivationMode() { - bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value || !gameplayOverlaysDisabled.Value; + bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value; if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) OverlayActivationMode.Value = OverlayActivation.UserTriggered; @@ -653,10 +654,7 @@ namespace osu.Game.Screens.Play foreach (var mod in Mods.Value.OfType()) mod.ApplyToHUD(HUDOverlay); - DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); - DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); - breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); - gameplayOverlaysDisabled.BindValueChanged(_ => updateOverlayActivationMode(), true); + updateOverlayActivationMode(); } public override void OnSuspending(IScreen next)