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Merge pull request #10149 from Joehuu/fix-mod-select-absorbing-input

Fix mod select overlay absorbing input from toolbar ruleset selector
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Dan Balasescu 2020-09-14 17:20:05 +09:00 committed by GitHub
commit 2c4aa42023
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2 changed files with 28 additions and 0 deletions

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@ -6,9 +6,11 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Toolbar;
using osu.Game.Screens.Play;
using osu.Game.Screens.Select;
using osu.Game.Tests.Beatmaps.IO;
@ -143,6 +145,29 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
}
[Test]
public void TestModSelectInput()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(Key.Number2);
InputManager.ReleaseKey(Key.ControlLeft);
InputManager.ReleaseKey(Key.Number2);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.ID == 1);
AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
}
private void pushEscape() =>
AddStep("Press escape", () => pressAndRelease(Key.Escape));

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@ -390,6 +390,9 @@ namespace osu.Game.Overlays.Mods
protected override bool OnKeyDown(KeyDownEvent e)
{
// don't absorb control as ToolbarRulesetSelector uses control + number to navigate
if (e.ControlPressed) return false;
switch (e.Key)
{
case Key.Number1: