Merge pull request #7783 from peppy/fix-song-select-weirdness

Bypass song select filter to show externally changed beatmap temporarily
This commit is contained in:
Dan Balasescu
2020-02-12 15:23:47 +09:00
committed by GitHub
5 changed files with 66 additions and 7 deletions

View File

@ -17,6 +17,7 @@ using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
@ -426,6 +427,44 @@ namespace osu.Game.Tests.Visual.SongSelect
AddAssert("start not requested", () => !startRequested);
}
[TestCase(false)]
[TestCase(true)]
public void TestExternalBeatmapChangeWhileFiltered(bool differentRuleset)
{
createSongSelect();
addManyTestMaps();
changeRuleset(0);
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap != null);
AddStep("set filter text", () => songSelect.FilterControl.ChildrenOfType<SearchTextBox>().First().Text = "nonono");
AddUntilStep("dummy selected", () => Beatmap.Value is DummyWorkingBeatmap);
AddUntilStep("has no selection", () => songSelect.Carousel.SelectedBeatmap == null);
BeatmapInfo target = null;
AddStep("select beatmap externally", () =>
{
target = manager.GetAllUsableBeatmapSets().Where(b => b.Beatmaps.Any(bi => bi.RulesetID == (differentRuleset ? 1 : 0)))
.ElementAt(5).Beatmaps.First();
Beatmap.Value = manager.GetWorkingBeatmap(target);
});
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap != null);
AddUntilStep("carousel has correct", () => songSelect.Carousel.SelectedBeatmap?.OnlineBeatmapID == target.OnlineBeatmapID);
AddUntilStep("game has correct", () => Beatmap.Value.BeatmapInfo.OnlineBeatmapID == target.OnlineBeatmapID);
AddStep("reset filter text", () => songSelect.FilterControl.ChildrenOfType<SearchTextBox>().First().Text = string.Empty);
AddAssert("game still correct", () => Beatmap.Value?.BeatmapInfo.OnlineBeatmapID == target.OnlineBeatmapID);
AddAssert("carousel still correct", () => songSelect.Carousel.SelectedBeatmap.OnlineBeatmapID == target.OnlineBeatmapID);
}
[Test]
public void TestAutoplayViaCtrlEnter()
{
@ -468,6 +507,7 @@ namespace osu.Game.Tests.Visual.SongSelect
private void importForRuleset(int id) => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())).Wait();
private static int importId;
private int getImportId() => ++importId;
private void checkMusicPlaying(bool playing) =>
@ -551,6 +591,8 @@ namespace osu.Game.Tests.Visual.SongSelect
public new Bindable<RulesetInfo> Ruleset => base.Ruleset;
public new FilterControl FilterControl => base.FilterControl;
public WorkingBeatmap CurrentBeatmap => Beatmap.Value;
public WorkingBeatmap CurrentBeatmapDetailsBeatmap => BeatmapDetails.Beatmap;
public new BeatmapCarousel Carousel => base.Carousel;

View File

@ -229,6 +229,17 @@ namespace osu.Game.Screens.Select
if (item != null)
{
select(item);
// if we got here and the set is filtered, it means we were bypassing filters.
// in this case, reapplying the filter is necessary to ensure the panel is in the correct place
// (since it is forcefully being included in the carousel).
if (set.Filtered.Value)
{
Debug.Assert(bypassFilters);
applyActiveCriteria(false, true);
}
return true;
}
}

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@ -62,7 +62,7 @@ namespace osu.Game.Screens.Select.Carousel
/// <summary>
/// All beatmaps which are not filtered and valid for display.
/// </summary>
protected IEnumerable<BeatmapInfo> ValidBeatmaps => Beatmaps.Where(b => !b.Filtered.Value).Select(b => b.Beatmap);
protected IEnumerable<BeatmapInfo> ValidBeatmaps => Beatmaps.Where(b => !b.Filtered.Value || b.State.Value == CarouselItemState.Selected).Select(b => b.Beatmap);
private int compareUsingAggregateMax(CarouselBeatmapSet other, Func<BeatmapInfo, double> func)
{

View File

@ -16,7 +16,7 @@ namespace osu.Game.Screens.Select.Carousel
/// <summary>
/// This item is not in a hidden state.
/// </summary>
public bool Visible => State.Value != CarouselItemState.Collapsed && !Filtered.Value;
public bool Visible => State.Value == CarouselItemState.Selected || (State.Value != CarouselItemState.Collapsed && !Filtered.Value);
public virtual List<DrawableCarouselItem> Drawables
{

View File

@ -376,16 +376,22 @@ namespace osu.Game.Screens.Select
private void workingBeatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
{
if (e.NewValue is DummyWorkingBeatmap) return;
if (e.NewValue is DummyWorkingBeatmap || !this.IsCurrentScreen()) return;
if (this.IsCurrentScreen() && !Carousel.SelectBeatmap(e.NewValue?.BeatmapInfo, false))
if (!Carousel.SelectBeatmap(e.NewValue.BeatmapInfo, false))
{
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
if (e.NewValue?.BeatmapInfo?.Ruleset != null && !e.NewValue.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
// A selection may not have been possible with filters applied.
// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
if (e.NewValue.BeatmapInfo.Ruleset != null && !e.NewValue.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
{
Ruleset.Value = e.NewValue.BeatmapInfo.Ruleset;
Carousel.SelectBeatmap(e.NewValue.BeatmapInfo);
transferRulesetValue();
}
// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
// we still want to forcefully show the new beatmap, bypassing filters.
Carousel.SelectBeatmap(e.NewValue.BeatmapInfo);
}
}