mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 15:16:38 +09:00
Merge branch 'master' into expand-social-tab
This commit is contained in:
@ -691,19 +691,19 @@ namespace osu.Game.Beatmaps
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protected override Storyboard GetStoryboard()
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{
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if (BeatmapInfo?.Path == null && BeatmapSetInfo?.StoryboardFile == null)
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return new Storyboard();
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try
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{
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Decoder decoder;
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using (var stream = new StreamReader(store.GetStream(getPathForFile(BeatmapInfo?.Path))))
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decoder = Decoder.GetDecoder(stream);
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// try for .osb first and fall back to .osu
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string storyboardFile = BeatmapSetInfo.StoryboardFile ?? BeatmapInfo.Path;
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using (var stream = new StreamReader(store.GetStream(getPathForFile(storyboardFile))))
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return decoder.GetStoryboardDecoder().DecodeStoryboard(stream);
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using (var beatmap = new StreamReader(store.GetStream(getPathForFile(BeatmapInfo.Path))))
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{
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Decoder decoder = Decoder.GetDecoder(beatmap);
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if (BeatmapSetInfo?.StoryboardFile == null)
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return decoder.GetStoryboardDecoder().DecodeStoryboard(beatmap);
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using (var storyboard = new StreamReader(store.GetStream(getPathForFile(BeatmapSetInfo.StoryboardFile))))
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return decoder.GetStoryboardDecoder().DecodeStoryboard(beatmap, storyboard);
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}
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}
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catch
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{
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@ -64,7 +64,7 @@ namespace osu.Game.Beatmaps
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public override string ShortName => "dummy";
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public DummyRuleset(RulesetInfo rulesetInfo)
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public DummyRuleset(RulesetInfo rulesetInfo = null)
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: base(rulesetInfo)
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{
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}
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@ -70,10 +70,11 @@ namespace osu.Game.Beatmaps.Formats
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protected abstract void ParseBeatmap(StreamReader stream, Beatmap beatmap);
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public virtual Storyboard DecodeStoryboard(StreamReader stream)
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public virtual Storyboard DecodeStoryboard(params StreamReader[] streams)
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{
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var storyboard = new Storyboard();
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ParseStoryboard(stream, storyboard);
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foreach (StreamReader stream in streams)
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ParseStoryboard(stream, storyboard);
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return storyboard;
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}
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@ -65,6 +65,7 @@ namespace osu.Game.Configuration
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// Gameplay
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Set(OsuSetting.DimLevel, 0.3, 0, 1, 0.01);
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Set(OsuSetting.BlurLevel, 0, 0, 1, 0.01);
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Set(OsuSetting.ShowInterface, true);
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Set(OsuSetting.KeyOverlay, false);
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@ -90,6 +91,7 @@ namespace osu.Game.Configuration
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GameplayCursorSize,
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AutoCursorSize,
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DimLevel,
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BlurLevel,
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ShowStoryboard,
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KeyOverlay,
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FloatingComments,
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@ -33,15 +33,6 @@ namespace osu.Game.Graphics.Containers
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceiveMouseInputAt(screenSpacePos);
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protected override bool OnWheel(InputState state)
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{
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// always allow wheel to pass through to stuff outside our DrawRectangle.
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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return false;
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return BlockPassThroughMouse;
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}
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protected override bool OnClick(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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@ -3,12 +3,13 @@
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using System;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Graphics.UserInterface.Volume
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{
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public class VolumeControlReceptor : Container, IKeyBindingHandler<GlobalAction>
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public class VolumeControlReceptor : Container, IKeyBindingHandler<GlobalAction>, IHandleGlobalInput
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{
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public Func<GlobalAction, bool> ActionRequested;
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@ -22,6 +22,12 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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Bindable = config.GetBindable<double>(OsuSetting.DimLevel),
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KeyboardStep = 0.1f
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},
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new SettingsSlider<double>
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{
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LabelText = "Background blur",
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Bindable = config.GetBindable<double>(OsuSetting.BlurLevel),
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KeyboardStep = 0.1f
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},
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new SettingsCheckbox
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{
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LabelText = "Show score overlay",
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@ -34,9 +34,9 @@ namespace osu.Game.Rulesets
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public Mod GetAutoplayMod() => GetAllMods().First(mod => mod is ModAutoplay);
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protected Ruleset(RulesetInfo rulesetInfo)
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protected Ruleset(RulesetInfo rulesetInfo = null)
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{
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RulesetInfo = rulesetInfo;
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RulesetInfo = rulesetInfo ?? createRulesetInfo();
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}
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/// <summary>
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@ -88,5 +88,17 @@ namespace osu.Game.Rulesets
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/// <param name="variant">The variant.</param>
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/// <returns>A descriptive name of the variant.</returns>
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public virtual string GetVariantName(int variant) => string.Empty;
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/// <summary>
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/// Create a ruleset info based on this ruleset.
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/// </summary>
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/// <returns>A filled <see cref="RulesetInfo"/>.</returns>
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private RulesetInfo createRulesetInfo() => new RulesetInfo
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{
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Name = Description,
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ShortName = ShortName,
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InstantiationInfo = GetType().AssemblyQualifiedName,
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ID = LegacyID
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};
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}
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}
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@ -58,30 +58,21 @@ namespace osu.Game.Rulesets
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{
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var context = GetContext();
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, new RulesetInfo())).ToList();
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, (RulesetInfo)null)).ToList();
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//add all legacy modes in correct order
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foreach (var r in instances.Where(r => r.LegacyID >= 0).OrderBy(r => r.LegacyID))
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{
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var rulesetInfo = createRulesetInfo(r);
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if (context.RulesetInfo.SingleOrDefault(rsi => rsi.ID == rulesetInfo.ID) == null)
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{
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context.RulesetInfo.Add(rulesetInfo);
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}
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if (context.RulesetInfo.SingleOrDefault(rsi => rsi.ID == r.RulesetInfo.ID) == null)
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context.RulesetInfo.Add(r.RulesetInfo);
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}
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context.SaveChanges();
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//add any other modes
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foreach (var r in instances.Where(r => r.LegacyID < 0))
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{
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var us = createRulesetInfo(r);
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var existing = context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == us.InstantiationInfo);
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if (existing == null)
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context.RulesetInfo.Add(us);
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}
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if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == r.RulesetInfo.InstantiationInfo) == null)
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context.RulesetInfo.Add(r.RulesetInfo);
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context.SaveChanges();
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@ -124,13 +115,5 @@ namespace osu.Game.Rulesets
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{
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}
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}
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private RulesetInfo createRulesetInfo(Ruleset ruleset) => new RulesetInfo
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{
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Name = ruleset.Description,
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ShortName = ruleset.ShortName,
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InstantiationInfo = ruleset.GetType().AssemblyQualifiedName,
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ID = ruleset.LegacyID
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};
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}
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}
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@ -110,6 +110,12 @@ namespace osu.Game.Rulesets.UI
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//dividing by the customwidth will effectively scale our content to the required container size.
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protected override Vector2 DrawScale => CustomWidth.HasValue ? new Vector2(DrawSize.X / CustomWidth.Value) : base.DrawScale;
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protected override void Update()
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{
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base.Update();
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RelativeChildSize = new Vector2(DrawScale.X, RelativeChildSize.Y);
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}
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}
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}
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}
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@ -4,6 +4,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Backgrounds;
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@ -19,10 +20,7 @@ namespace osu.Game.Screens.Backgrounds
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public WorkingBeatmap Beatmap
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{
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get
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{
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return beatmap;
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}
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get { return beatmap; }
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set
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{
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if (beatmap == value && beatmap != null)
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@ -56,11 +54,8 @@ namespace osu.Game.Screens.Backgrounds
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Beatmap = beatmap;
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}
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public void BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
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{
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background?.BlurTo(sigma, duration, easing);
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blurTarget = sigma;
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}
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public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
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=> background?.BlurTo(blurTarget = sigma, duration, easing);
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public override bool Equals(BackgroundScreen other)
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{
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@ -24,10 +24,10 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Framework.Audio.Sample;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online.API;
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using osu.Game.Screens.Play.BreaksOverlay;
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using osu.Game.Storyboards.Drawables;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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@ -67,6 +67,7 @@ namespace osu.Game.Screens.Play
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#region User Settings
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private Bindable<double> dimLevel;
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private Bindable<double> blurLevel;
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private Bindable<bool> showStoryboard;
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private Bindable<bool> mouseWheelDisabled;
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private Bindable<double> userAudioOffset;
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@ -90,6 +91,7 @@ namespace osu.Game.Screens.Play
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this.api = api;
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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@ -316,10 +318,9 @@ namespace osu.Game.Screens.Play
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if (!loadedSuccessfully)
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return;
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1000, Easing.OutQuint);
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dimLevel.ValueChanged += dimLevel_ValueChanged;
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showStoryboard.ValueChanged += showStoryboard_ValueChanged;
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dimLevel.ValueChanged += _ => updateBackgroundElements();
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blurLevel.ValueChanged += _ => updateBackgroundElements();
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showStoryboard.ValueChanged += _ => updateBackgroundElements();
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updateBackgroundElements();
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Content.Alpha = 0;
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@ -375,14 +376,12 @@ namespace osu.Game.Screens.Play
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return true;
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}
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private void dimLevel_ValueChanged(double newValue)
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=> updateBackgroundElements();
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private void showStoryboard_ValueChanged(bool newValue)
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=> updateBackgroundElements();
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private void updateBackgroundElements()
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{
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if (!IsCurrentScreen) return;
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const float duration = 800;
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var opacity = 1 - (float)dimLevel;
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if (showStoryboard && storyboard == null)
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@ -391,17 +390,16 @@ namespace osu.Game.Screens.Play
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var beatmap = Beatmap.Value;
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var storyboardVisible = showStoryboard && beatmap.Storyboard.HasDrawable;
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storyboardContainer.FadeColour(new Color4(opacity, opacity, opacity, 1), 800);
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storyboardContainer.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0);
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storyboardContainer
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.FadeColour(OsuColour.Gray(opacity), duration, Easing.OutQuint)
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.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0, duration, Easing.OutQuint);
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Background?.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, 800, Easing.OutQuint);
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(Background as BackgroundScreenBeatmap)?.BlurTo(new Vector2((float)blurLevel.Value * 25), duration, Easing.OutQuint);
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Background?.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, duration, Easing.OutQuint);
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}
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private void fadeOut()
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{
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dimLevel.ValueChanged -= dimLevel_ValueChanged;
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showStoryboard.ValueChanged -= showStoryboard_ValueChanged;
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const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.IO;
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using System.Linq;
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using System.Text;
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@ -18,24 +17,19 @@ namespace osu.Game.Tests.Visual
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{
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public abstract class TestCasePlayer : ScreenTestCase
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{
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private readonly Type ruleset;
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private readonly Ruleset ruleset;
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protected Player Player;
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private TestWorkingBeatmap working;
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/// <summary>
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/// Create a TestCase which runs through the Player screen.
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/// </summary>
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/// <param name="ruleset">An optional ruleset type which we want to target. If not provided we'll allow all rulesets to be tested.</param>
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protected TestCasePlayer(Type ruleset)
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protected TestCasePlayer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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}
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protected TestCasePlayer()
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{
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}
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[BackgroundDependencyLoader]
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@ -48,14 +42,21 @@ namespace osu.Game.Tests.Visual
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Depth = int.MaxValue
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});
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string instantiation = ruleset?.AssemblyQualifiedName;
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foreach (var r in rulesets.AvailableRulesets.Where(rs => instantiation == null || rs.InstantiationInfo == instantiation))
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if (ruleset != null)
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset));
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AddUntilStep(() => p.IsLoaded);
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}
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else
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{
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foreach (var r in rulesets.AvailableRulesets)
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() => p.IsLoaded);
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}
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}
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}
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protected virtual Beatmap CreateBeatmap()
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@ -69,21 +70,21 @@ namespace osu.Game.Tests.Visual
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return beatmap;
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}
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private Player loadPlayerFor(RulesetInfo r)
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private Player loadPlayerFor(RulesetInfo ri) => loadPlayerFor(ri.CreateInstance());
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private Player loadPlayerFor(Ruleset r)
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{
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var beatmap = CreateBeatmap();
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beatmap.BeatmapInfo.Ruleset = r;
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var instance = r.CreateInstance();
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beatmap.BeatmapInfo.Ruleset = r.RulesetInfo;
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working = new TestWorkingBeatmap(beatmap);
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working.Mods.Value = new[] { instance.GetAllMods().First(m => m is ModNoFail) };
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working.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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if (Player != null)
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Remove(Player);
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var player = CreatePlayer(working, instance);
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var player = CreatePlayer(working, r);
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LoadComponentAsync(player, LoadScreen);
|
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|
||||
|
Reference in New Issue
Block a user