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Merge pull request #8863 from iiSaLMaN/fix-toolbar-ruleset-selector-not-receiving-input

Fix ruleset selector not receiving key input on toolbar absence
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Dean Herbert 2020-04-25 18:58:28 +09:00 committed by GitHub
commit 34b99b8f28
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2 changed files with 55 additions and 10 deletions

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@ -5,13 +5,17 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Overlays.Toolbar; using osu.Game.Overlays.Toolbar;
using osu.Game.Rulesets;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Menus namespace osu.Game.Tests.Visual.Menus
{ {
[TestFixture] [TestFixture]
public class TestSceneToolbar : OsuTestScene public class TestSceneToolbar : OsuManualInputManagerTestScene
{ {
public override IReadOnlyList<Type> RequiredTypes => new[] public override IReadOnlyList<Type> RequiredTypes => new[]
{ {
@ -21,24 +25,62 @@ namespace osu.Game.Tests.Visual.Menus
typeof(ToolbarNotificationButton), typeof(ToolbarNotificationButton),
}; };
public TestSceneToolbar() private Toolbar toolbar;
[Resolved]
private RulesetStore rulesets { get; set; }
[SetUp]
public void SetUp() => Schedule(() =>
{
Child = toolbar = new Toolbar { State = { Value = Visibility.Visible } };
});
[Test]
public void TestNotificationCounter()
{ {
var toolbar = new Toolbar { State = { Value = Visibility.Visible } };
ToolbarNotificationButton notificationButton = null; ToolbarNotificationButton notificationButton = null;
AddStep("create toolbar", () => AddStep("retrieve notification button", () => notificationButton = toolbar.ChildrenOfType<ToolbarNotificationButton>().Single());
{
Add(toolbar);
notificationButton = toolbar.Children.OfType<FillFlowContainer>().Last().Children.OfType<ToolbarNotificationButton>().First();
});
void setNotifications(int count) => AddStep($"set notification count to {count}", () => notificationButton.NotificationCount.Value = count);
setNotifications(1); setNotifications(1);
setNotifications(2); setNotifications(2);
setNotifications(3); setNotifications(3);
setNotifications(0); setNotifications(0);
setNotifications(144); setNotifications(144);
void setNotifications(int count)
=> AddStep($"set notification count to {count}",
() => notificationButton.NotificationCount.Value = count);
}
[TestCase(false)]
[TestCase(true)]
public void TestRulesetSwitchingShortcut(bool toolbarHidden)
{
ToolbarRulesetSelector rulesetSelector = null;
if (toolbarHidden)
AddStep("hide toolbar", () => toolbar.Hide());
AddStep("retrieve ruleset selector", () => rulesetSelector = toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single());
for (int i = 0; i < 4; i++)
{
var expected = rulesets.AvailableRulesets.ElementAt(i);
var numberKey = Key.Number1 + i;
AddStep($"switch to ruleset {i} via shortcut", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(numberKey);
InputManager.ReleaseKey(Key.ControlLeft);
InputManager.ReleaseKey(numberKey);
});
AddUntilStep("ruleset switched", () => rulesetSelector.Current.Value.Equals(expected));
}
} }
} }
} }

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@ -33,6 +33,9 @@ namespace osu.Game.Overlays.Toolbar
private readonly Bindable<OverlayActivation> overlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All); private readonly Bindable<OverlayActivation> overlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
// Toolbar components like RulesetSelector should receive keyboard input events even when the toolbar is hidden.
public override bool PropagateNonPositionalInputSubTree => true;
public Toolbar() public Toolbar()
{ {
RelativeSizeAxes = Axes.X; RelativeSizeAxes = Axes.X;