Improve usability of sample bank toggles (#36753)

- [x] Depends on https://github.com/ppy/osu/pull/36741 for merge
conflict avoidance

RFC, cc @OliBomby

## [Adjust behaviour of automatic bank assignment during
placement](547f55e9b3)

Diatribe time!

This is fallout of the discussion about auto bank in
https://github.com/ppy/osu/issues/36705.

Auto bank in lazer as written before this commit is confused. On stable,
auto bank is closer to "no bank", as in "go look up the current sample
timing point, get the bank of that, and use that". lazer has no timing
points anymore, but people still want auto bank. So what do?

Auto bank for normal samples is somewhat sane still. It only works
during placement, and will just copy the normal bank of the previous
object - if one exists. That said, one *might not* exist, but the
resulting object will still have its normal sample created with
`editorAutoBank: true`. That is largely cosmetic and without
consequences, but this commit fixes that.

Auto bank for *addition* samples, however... Hoo boy.

- For placed objects, auto bank means "take the normal sample, read its
bank, and use that". Simple enough, right?
- Hoooooowever. During placement, auto bank before this commit used to
mean "look at the *previous object*, check if it has an addition sound
and then use its bank, if not use *the previous object's* normal sample
and then use its bank" which is a completely different thing with its
own implications. Like, say, what happens if the previous object uses
the auto addition bank too? What should be copied over? Should it be the
notion of "auto bank" in that the addition bank should match the normal
bank, or should it be the literal bank that the previous object is
using?

This change attempts to define this unambiguously. "Auto additions bank"
means "the same bank as the normal bank of this object", full stop.

## [Do not touch sample toggle state if there are no selected
objects](052cde5987)

Fixes issue described in
https://github.com/ppy/osu/issues/36705#issuecomment-3953917163 wherein
opening a sample popover will disable addition bank toggles and toggle
off all addition samples.

---------

Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
Bartłomiej Dach
2026-02-26 07:18:29 +01:00
committed by GitHub
parent 5174d8b918
commit 7e2771c3f0
4 changed files with 216 additions and 27 deletions

View File

@@ -595,6 +595,172 @@ namespace osu.Game.Tests.Visual.Editing
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name != HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(expected));
}
[Test]
public void TestNonAutoBankHotkeysDuringPlacementPersistAfterPlacement()
{
AddStep("Clear all objects", () => EditorBeatmap.Clear());
AddStep("Enter placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<HitObjectComposer>().First().ScreenSpaceDrawQuad.Centre));
AddStep("Move to 3000", () => EditorClock.Seek(3000));
AddStep("Press drum bank shortcut", () =>
{
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.R);
InputManager.ReleaseKey(Key.ShiftLeft);
});
AddAssert($"Placement sample is {HitSampleInfo.BANK_DRUM}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name == HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_DRUM));
AddStep("Press normal addition bank shortcut", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.Key(Key.W);
InputManager.ReleaseKey(Key.AltLeft);
});
AddStep("Press finish sample shortcut", () =>
{
InputManager.Key(Key.E);
});
AddAssert($"Placement sample addition is {HitSampleInfo.BANK_NORMAL}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name != HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_NORMAL));
AddStep("Finish placement", () => InputManager.Click(MouseButton.Left));
hitObjectHasSamples(0, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_FINISH);
hitObjectHasSampleNormalBank(0, HitSampleInfo.BANK_DRUM);
hitObjectHasSampleAdditionBank(0, HitSampleInfo.BANK_NORMAL);
hitObjectHasAutoNormalBankFlag(0, false);
hitObjectHasAutoAdditionBankFlag(0, false);
clickSamplePiece(0);
samplePopoverIsOpen();
samplePopoverHasSingleAdditionBank(HitSampleInfo.BANK_NORMAL);
}
[Test]
public void TestAutoAdditionBankHotkeyDuringPlacementPersistsAfterPlacement()
{
AddStep("Clear all objects", () => EditorBeatmap.Clear());
AddStep("Enter placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<HitObjectComposer>().First().ScreenSpaceDrawQuad.Centre));
AddStep("Move to 3000", () => EditorClock.Seek(3000));
AddStep("Press drum bank shortcut", () =>
{
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.R);
InputManager.ReleaseKey(Key.ShiftLeft);
});
AddAssert($"Placement sample is {HitSampleInfo.BANK_DRUM}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name == HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_DRUM));
AddStep("Press normal addition bank shortcut", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.Key(Key.W);
InputManager.ReleaseKey(Key.AltLeft);
});
AddStep("Press finish sample shortcut", () =>
{
InputManager.Key(Key.E);
});
AddStep("Press auto addition bank shortcut", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.Key(Key.Q);
InputManager.ReleaseKey(Key.AltLeft);
});
AddAssert($"Placement sample addition is {HitSampleInfo.BANK_DRUM}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name != HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_DRUM));
AddStep("Finish placement", () => InputManager.Click(MouseButton.Left));
hitObjectHasSamples(0, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_FINISH);
hitObjectHasSampleNormalBank(0, HitSampleInfo.BANK_DRUM);
hitObjectHasSampleAdditionBank(0, HitSampleInfo.BANK_DRUM);
hitObjectHasAutoNormalBankFlag(0, false);
hitObjectHasAutoAdditionBankFlag(0, true);
clickSamplePiece(0);
samplePopoverIsOpen();
samplePopoverHasSingleAdditionBank(EditorSelectionHandler.HIT_BANK_AUTO);
}
[Test]
public void TestFullAutoBankHotkeyDuringPlacementPersistsAfterPlacement()
{
AddStep("Clear all objects", () => EditorBeatmap.Clear());
AddStep("Enter placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<HitObjectComposer>().First().ScreenSpaceDrawQuad.Centre));
AddStep("Move to 3000", () => EditorClock.Seek(3000));
AddStep("Press auto normal bank shortcut", () =>
{
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.Q);
InputManager.ReleaseKey(Key.ShiftLeft);
});
AddAssert($"Placement sample is {HitSampleInfo.BANK_NORMAL}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name == HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_NORMAL));
AddStep("Press finish sample shortcut", () =>
{
InputManager.Key(Key.E);
});
AddStep("Press auto addition bank shortcut", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.Key(Key.Q);
InputManager.ReleaseKey(Key.AltLeft);
});
AddAssert($"Placement sample addition is {HitSampleInfo.BANK_NORMAL}",
() => EditorBeatmap.PlacementObject.Value.Samples.First(s => s.Name != HitSampleInfo.HIT_NORMAL).Bank, () => Is.EqualTo(HitSampleInfo.BANK_NORMAL));
AddStep("Finish placement", () => InputManager.Click(MouseButton.Left));
hitObjectHasSamples(0, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_FINISH);
hitObjectHasSampleNormalBank(0, HitSampleInfo.BANK_NORMAL);
hitObjectHasSampleAdditionBank(0, HitSampleInfo.BANK_NORMAL);
hitObjectHasAutoNormalBankFlag(0, false); // it's the first object - nothing to inherit bank from
hitObjectHasAutoAdditionBankFlag(0, true);
clickSamplePiece(0);
samplePopoverIsOpen();
samplePopoverHasSingleBank(HitSampleInfo.BANK_NORMAL);
samplePopoverHasSingleAdditionBank(EditorSelectionHandler.HIT_BANK_AUTO);
dismissPopover();
AddStep("Move to 5000", () => EditorClock.Seek(5000));
AddStep("Enter placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<HitObjectComposer>().First().ScreenSpaceDrawQuad.Centre));
AddStep("Finish placement", () => InputManager.Click(MouseButton.Left));
hitObjectHasSamples(1, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_FINISH); // finish is still implied, continuing from first placement
hitObjectHasSampleNormalBank(1, HitSampleInfo.BANK_NORMAL);
hitObjectHasSampleAdditionBank(1, HitSampleInfo.BANK_NORMAL);
hitObjectHasAutoNormalBankFlag(1, true);
hitObjectHasAutoAdditionBankFlag(1, true);
clickSamplePiece(1);
samplePopoverIsOpen();
samplePopoverHasSingleBank(HitSampleInfo.BANK_NORMAL);
samplePopoverHasSingleAdditionBank(EditorSelectionHandler.HIT_BANK_AUTO);
}
[Test]
public void PopoverForMultipleSelectionChangesAllSamples()
{
@@ -952,6 +1118,14 @@ namespace osu.Game.Tests.Visual.Editing
return dropdown?.Current.Value == "(multiple)";
});
private void samplePopoverHasSingleAdditionBank(string bank) => AddUntilStep($"sample popover has bank {bank}", () =>
{
var popover = this.ChildrenOfType<SamplePointPiece.SampleEditPopover>().SingleOrDefault();
var dropdown = popover?.ChildrenOfType<LabelledDropdown<string>>().ElementAt(1);
return dropdown?.Current.Value == bank;
});
private void dismissPopover()
{
AddStep("dismiss popover", () => InputManager.Key(Key.Escape));
@@ -1025,6 +1199,18 @@ namespace osu.Game.Tests.Visual.Editing
return h.Samples.Where(o => o.Name != HitSampleInfo.HIT_NORMAL).All(o => o.Bank == bank);
});
private void hitObjectHasAutoNormalBankFlag(int objectIndex, bool autoBank) => AddAssert($"{objectIndex.ToOrdinalWords()} has auto normal bank {(autoBank ? "on" : "off")}", () =>
{
var h = EditorBeatmap.HitObjects.ElementAt(objectIndex);
return h.Samples.Where(o => o.Name == HitSampleInfo.HIT_NORMAL).All(o => o.EditorAutoBank == autoBank);
});
private void hitObjectHasAutoAdditionBankFlag(int objectIndex, bool autoBank) => AddAssert($"{objectIndex.ToOrdinalWords()} has auto addition bank {(autoBank ? "on" : "off")}", () =>
{
var h = EditorBeatmap.HitObjects.ElementAt(objectIndex);
return h.Samples.Where(o => o.Name != HitSampleInfo.HIT_NORMAL).All(o => o.EditorAutoBank == autoBank);
});
private void hitObjectNodeHasSamples(int objectIndex, int nodeIndex, params string[] samples) => AddAssert(
$"{objectIndex.ToOrdinalWords()} object {nodeIndex.ToOrdinalWords()} node has samples {string.Join(',', samples)}", () =>
{

View File

@@ -272,8 +272,8 @@ namespace osu.Game.Tests.Visual.Editing
AddAssert("circle has 2 samples", () => EditorBeatmap.HitObjects[1].Samples, () => Has.Count.EqualTo(2));
AddAssert("normal sample has soft bank", () => EditorBeatmap.HitObjects[1].Samples.Single(s => s.Name == HitSampleInfo.HIT_NORMAL).Bank,
() => Is.EqualTo(HitSampleInfo.BANK_SOFT));
AddAssert("clap sample has drum bank", () => EditorBeatmap.HitObjects[1].Samples.Single(s => s.Name == HitSampleInfo.HIT_CLAP).Bank,
() => Is.EqualTo(HitSampleInfo.BANK_DRUM));
AddAssert("clap sample has soft bank", () => EditorBeatmap.HitObjects[1].Samples.Single(s => s.Name == HitSampleInfo.HIT_CLAP).Bank,
() => Is.EqualTo(HitSampleInfo.BANK_SOFT));
AddAssert("circle inherited volume", () => EditorBeatmap.HitObjects[1].Samples.All(s => s.Volume == 70));
AddStep("seek to 1000", () => EditorClock.Seek(1000)); // previous object is the one at time 500, which has no additions

View File

@@ -113,22 +113,14 @@ namespace osu.Game.Rulesets.Edit
var lastHitObject = getPreviousHitObject();
var lastHitNormal = lastHitObject?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
if (AutomaticAdditionBankAssignment)
{
// Inherit the addition bank from the previous hit object
// If there is no previous addition, inherit from the normal sample
var lastAddition = lastHitObject?.Samples?.FirstOrDefault(o => o.Name != HitSampleInfo.HIT_NORMAL) ?? lastHitNormal;
if (lastAddition != null)
HitObject.Samples = HitObject.Samples.Select(s => s.Name != HitSampleInfo.HIT_NORMAL ? s.With(newBank: lastAddition.Bank) : s).ToList();
}
if (lastHitNormal != null && AutomaticBankAssignment)
// Inherit the bank from the previous hit object
HitObject.Samples = HitObject.Samples.Select(s => s.Name == HitSampleInfo.HIT_NORMAL ? s.With(newBank: lastHitNormal.Bank, newEditorAutoBank: true) : s).ToList();
else
HitObject.Samples = HitObject.Samples.Select(s => s.Name == HitSampleInfo.HIT_NORMAL ? s.With(newEditorAutoBank: false) : s).ToList();
if (lastHitNormal != null)
{
if (AutomaticBankAssignment)
// Inherit the bank from the previous hit object
HitObject.Samples = HitObject.Samples.Select(s => s.Name == HitSampleInfo.HIT_NORMAL ? s.With(newBank: lastHitNormal.Bank) : s).ToList();
// Inherit the volume and sample set info from the previous hit object
HitObject.Samples = HitObject.Samples.Select(s => s.With(
newVolume: lastHitNormal.Volume,
@@ -136,6 +128,14 @@ namespace osu.Game.Rulesets.Edit
newUseBeatmapSamples: lastHitNormal.UseBeatmapSamples)).ToList();
}
if (AutomaticAdditionBankAssignment)
{
string bank = HitObject.Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)?.Bank ?? HitSampleInfo.BANK_SOFT;
HitObject.Samples = HitObject.Samples.Select(s => s.Name != HitSampleInfo.HIT_NORMAL ? s.With(newBank: bank, newEditorAutoBank: true) : s).ToList();
}
else
HitObject.Samples = HitObject.Samples.Select(s => s.Name != HitSampleInfo.HIT_NORMAL ? s.With(newEditorAutoBank: false) : s).ToList();
if (HitObject is IHasRepeats hasRepeats)
{
// Make sure all the node samples are identical to the hit object's samples

View File

@@ -297,22 +297,25 @@ namespace osu.Game.Screens.Edit.Compose.Components
var samplesInSelection = SelectedItems.SelectMany(enumerateAllSamples).ToArray();
foreach ((string sampleName, var bindable) in SelectionSampleStates)
if (samplesInSelection.Length > 0)
{
bindable.Value = GetStateFromSelection(samplesInSelection, h => h.Any(s => s.Name == sampleName));
}
foreach ((string sampleName, var bindable) in SelectionSampleStates)
{
bindable.Value = GetStateFromSelection(samplesInSelection, h => h.Any(s => s.Name == sampleName));
}
foreach ((string bankName, var bindable) in SelectionBankStates)
{
bindable.Value = GetStateFromSelection(samplesInSelection.SelectMany(s => s).Where(o => o.Name == HitSampleInfo.HIT_NORMAL), h => h.Bank == bankName);
}
foreach ((string bankName, var bindable) in SelectionBankStates)
{
bindable.Value = GetStateFromSelection(samplesInSelection.SelectMany(s => s).Where(o => o.Name == HitSampleInfo.HIT_NORMAL), h => h.Bank == bankName);
}
SelectionAdditionBanksEnabled.Value = samplesInSelection.SelectMany(s => s).Any(o => o.Name != HitSampleInfo.HIT_NORMAL);
SelectionAdditionBanksEnabled.Value = samplesInSelection.SelectMany(s => s).Any(o => o.Name != HitSampleInfo.HIT_NORMAL);
foreach ((string bankName, var bindable) in SelectionAdditionBankStates)
{
bindable.Value = GetStateFromSelection(samplesInSelection.SelectMany(s => s).Where(o => o.Name != HitSampleInfo.HIT_NORMAL),
h => (bankName != HIT_BANK_AUTO && h.Bank == bankName && !h.EditorAutoBank) || (bankName == HIT_BANK_AUTO && h.EditorAutoBank));
foreach ((string bankName, var bindable) in SelectionAdditionBankStates)
{
bindable.Value = GetStateFromSelection(samplesInSelection.SelectMany(s => s).Where(o => o.Name != HitSampleInfo.HIT_NORMAL),
h => (bankName != HIT_BANK_AUTO && h.Bank == bankName && !h.EditorAutoBank) || (bankName == HIT_BANK_AUTO && h.EditorAutoBank));
}
}
}