1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-13 03:42:57 +08:00

Fix headless test failures due to input handling idiosyncrasies

This commit is contained in:
Bartłomiej Dach 2023-12-05 21:49:04 +01:00
parent 2c7db61a5c
commit 7392cc2fda
No known key found for this signature in database

View File

@ -9,6 +9,7 @@ using osu.Framework.Testing;
using osu.Game.Tournament.Components;
using osu.Game.Tournament.Models;
using osu.Game.Tournament.Screens.MapPool;
using osuTK;
namespace osu.Game.Tournament.Tests.Screens
{
@ -19,7 +20,7 @@ namespace osu.Game.Tournament.Tests.Screens
[BackgroundDependencyLoader]
private void load()
{
Add(screen = new MapPoolScreen { Width = 0.7f });
Add(screen = new TestMapPoolScreen { Width = 0.7f });
}
[SetUp]
@ -208,7 +209,6 @@ namespace osu.Game.Tournament.Tests.Screens
AddStep("reset match", () =>
{
InputManager.UseParentInput = true;
Ladder.CurrentMatch.Value = new TournamentMatch();
Ladder.CurrentMatch.Value = Ladder.Matches.First();
Ladder.CurrentMatch.Value.PicksBans.Clear();
@ -300,7 +300,6 @@ namespace osu.Game.Tournament.Tests.Screens
AddStep("reset match", () =>
{
InputManager.UseParentInput = true;
Ladder.CurrentMatch.Value = new TournamentMatch();
Ladder.CurrentMatch.Value = Ladder.Matches.First();
Ladder.CurrentMatch.Value.PicksBans.Clear();
@ -321,5 +320,16 @@ namespace osu.Game.Tournament.Tests.Screens
InputManager.MoveMouseTo(screen.ChildrenOfType<TournamentBeatmapPanel>().ElementAt(index));
InputManager.Click(osuTK.Input.MouseButton.Left);
}
private partial class TestMapPoolScreen : MapPoolScreen
{
// this is a bit of a test-specific workaround.
// the way pick/ban is implemented is a bit funky; the screen itself is what handles the mouse there,
// rather than the beatmap panels themselves.
// in some extreme situations headless it may turn out that the panels overflow the screen,
// and as such picking stops working anymore outside of the bounds of the screen drawable.
// this override makes it so the screen sees all of the input at all times, making that impossible to happen.
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
}
}
}