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Merge pull request #22873 from peppy/touch-input-distance-travelled
Make osu! touch input aware of the distance travelled of a non-direct touch
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commit
63140c6cb6
@ -150,6 +150,42 @@ namespace osu.Game.Rulesets.Osu.Tests
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assertKeyCounter(1, 1);
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}
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[Test]
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public void TestPositionalTrackingAfterLongDistanceTravelled()
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{
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// When a single touch has already travelled enough distance on screen, it should remain as the positional
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// tracking touch until released (unless a direct touch occurs).
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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// cover some distance
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beginTouch(TouchSource.Touch1, new Vector2(0));
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beginTouch(TouchSource.Touch1, new Vector2(9999));
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beginTouch(TouchSource.Touch1, new Vector2(0));
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beginTouch(TouchSource.Touch1, new Vector2(9999));
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beginTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkNotPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// in this case, touch 2 should not become the positional tracking touch.
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checkPosition(TouchSource.Touch1);
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// even if the second touch moves on the screen, the original tracking touch is retained.
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beginTouch(TouchSource.Touch2, new Vector2(0));
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beginTouch(TouchSource.Touch2, new Vector2(9999));
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beginTouch(TouchSource.Touch2, new Vector2(0));
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beginTouch(TouchSource.Touch2, new Vector2(9999));
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checkPosition(TouchSource.Touch1);
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}
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[Test]
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public void TestPositionalInputUpdatesOnlyFromMostRecentTouch()
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{
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@ -22,6 +22,13 @@ namespace osu.Game.Rulesets.Osu.UI
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/// </summary>
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private readonly List<TrackedTouch> trackedTouches = new List<TrackedTouch>();
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/// <summary>
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/// The distance (in local pixels) that a touch must move before being considered a permanent tracking touch.
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/// After this distance is covered, any extra touches on the screen will be considered as button inputs, unless
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/// a new touch directly interacts with a hit circle.
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/// </summary>
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private const float distance_before_position_tracking_lock_in = 100;
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private TrackedTouch? positionTrackingTouch;
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private readonly OsuInputManager osuInputManager;
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@ -97,26 +104,32 @@ namespace osu.Game.Rulesets.Osu.UI
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return;
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}
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// ..or if the current position tracking touch was not a direct touch (this one is debatable and may be change in the future, but it's the simplest way to handle)
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if (!positionTrackingTouch.DirectTouch)
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// ..or if the current position tracking touch was not a direct touch (and didn't travel across the screen too far).
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if (!positionTrackingTouch.DirectTouch && positionTrackingTouch.DistanceTravelled < distance_before_position_tracking_lock_in)
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{
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positionTrackingTouch = newTouch;
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return;
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}
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// In the case the new touch was not used for position tracking, we should also check the previous position tracking touch.
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// If it was a direct touch and still has its action pressed, that action should be released.
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// If it still has its action pressed, that action should be released.
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//
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// This is done to allow tracking with the initial touch while still having both Left/Right actions available for alternating with two more touches.
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if (positionTrackingTouch.DirectTouch && positionTrackingTouch.Action is OsuAction directTouchAction)
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if (positionTrackingTouch.Action is OsuAction touchAction)
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{
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osuInputManager.KeyBindingContainer.TriggerReleased(directTouchAction);
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osuInputManager.KeyBindingContainer.TriggerReleased(touchAction);
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positionTrackingTouch.Action = null;
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}
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}
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private void handleTouchMovement(TouchEvent touchEvent)
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{
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if (touchEvent is TouchMoveEvent moveEvent)
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{
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var trackedTouch = trackedTouches.Single(t => t.Source == touchEvent.Touch.Source);
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trackedTouch.DistanceTravelled += moveEvent.Delta.Length;
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}
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// Movement should only be tracked for the most recent touch.
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if (touchEvent.Touch.Source != positionTrackingTouch?.Source)
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return;
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@ -148,8 +161,16 @@ namespace osu.Game.Rulesets.Osu.UI
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public OsuAction? Action;
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/// <summary>
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/// Whether the touch was on a hit circle receptor.
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/// </summary>
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public readonly bool DirectTouch;
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/// <summary>
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/// The total distance on screen travelled by this touch (in local pixels).
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/// </summary>
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public float DistanceTravelled;
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public TrackedTouch(TouchSource source, OsuAction? action, bool directTouch)
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{
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Source = source;
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