1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-19 05:09:54 +08:00

Store input padding adjustments in CarouselItem to allow more reliable inflation

This commit is contained in:
Dean Herbert
2025-06-02 19:10:06 +09:00
Unverified
parent 9554732958
commit 90b9fb0809
9 changed files with 42 additions and 56 deletions
@@ -177,7 +177,6 @@ namespace osu.Game.Tests.Visual.SongSelectV2
}
[Test]
[Ignore("broken")]
public void TestInputHandlingWithinGaps()
{
AddAssert("no beatmaps visible", () => !GetVisiblePanels<PanelBeatmap>().Any());
@@ -204,10 +203,10 @@ namespace osu.Game.Tests.Visual.SongSelectV2
ClickVisiblePanelWithOffset<PanelBeatmap>(0, new Vector2(0, -(CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
WaitForGroupSelection(0, 1);
ClickVisiblePanelWithOffset<PanelBeatmap>(1, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
ClickVisiblePanelWithOffset<PanelBeatmap>(1, new Vector2(0, CarouselItem.DEFAULT_HEIGHT / 2 + 1));
WaitForGroupSelection(0, 2);
ClickVisiblePanelWithOffset<PanelBeatmapSet>(1, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
ClickVisiblePanelWithOffset<PanelBeatmapSet>(1, new Vector2(0, CarouselItem.DEFAULT_HEIGHT / 2 + 1));
WaitForGroupSelection(0, 5);
}
@@ -170,7 +170,6 @@ namespace osu.Game.Tests.Visual.SongSelectV2
}
[Test]
[Ignore("broken")]
public void TestInputHandlingWithinGaps()
{
AddAssert("no beatmaps visible", () => !GetVisiblePanels<PanelBeatmapStandalone>().Any());
@@ -5,7 +5,6 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Carousel;
using osu.Game.Screens.Select.Filter;
using osu.Game.Screens.SelectV2;
using osuTK;
@@ -259,7 +258,6 @@ namespace osu.Game.Tests.Visual.SongSelectV2
}
[Test]
[Ignore("broken")]
public void TestInputHandlingWithinGaps()
{
AddBeatmaps(2, 5);
@@ -278,14 +276,16 @@ namespace osu.Game.Tests.Visual.SongSelectV2
WaitForSelection(0, 0);
// Beatmap panels expand their selection area to cover holes from spacing.
ClickVisiblePanelWithOffset<PanelBeatmap>(1, new Vector2(0, -(CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
ClickVisiblePanelWithOffset<PanelBeatmap>(0, new Vector2(0, -(PanelBeatmap.HEIGHT / 2 + 1)));
WaitForSelection(0, 0);
// Panels with higher depth will handle clicks in the gutters for simplicity.
ClickVisiblePanelWithOffset<PanelBeatmap>(2, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
ClickVisiblePanelWithOffset<PanelBeatmap>(2, new Vector2(0, (PanelBeatmap.HEIGHT / 2 + 1)));
WaitForSelection(0, 2);
ClickVisiblePanelWithOffset<PanelBeatmap>(3, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
ClickVisiblePanelWithOffset<PanelBeatmap>(2, new Vector2(0, -(PanelBeatmap.HEIGHT / 2 + 1)));
WaitForSelection(0, 2);
ClickVisiblePanelWithOffset<PanelBeatmap>(3, new Vector2(0, (PanelBeatmap.HEIGHT / 2 + 1)));
WaitForSelection(0, 3);
}
+4
View File
@@ -395,6 +395,10 @@ namespace osu.Game.Graphics.Carousel
offset += spacing;
item.CarouselYPosition = offset;
item.CarouselInputLenienceAbove = spacing / 2;
if (previousVisible != null)
previousVisible.CarouselInputLenienceBelow = item.CarouselInputLenienceAbove;
if (item.IsVisible)
{
offset += item.DrawHeight;
@@ -20,10 +20,27 @@ namespace osu.Game.Graphics.Carousel
/// <summary>
/// The current Y position in the carousel.
///
/// This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
public double CarouselYPosition { get; set; }
/// <summary>
/// The amount of input padding/lenience to be added to the area above this panel.
/// Calculated as half of the calculated spacing between this panel and the panel above it.
///
/// This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
public float CarouselInputLenienceAbove { get; set; }
/// <summary>
/// The amount of input padding/lenience to be added to the area below this panel.
/// Calculated as half of the calculated spacing between this panel and the panel below it.
///
/// This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
public float CarouselInputLenienceBelow { get; set; }
/// <summary>
/// The height this item will take when displayed. Defaults to <see cref="DEFAULT_HEIGHT"/>.
/// </summary>
+13 -4
View File
@@ -68,10 +68,19 @@ namespace osu.Game.Screens.SelectV2
}
}
// content is offset by PanelXOffset, make sure we only handle input at the actual visible
// offset region.
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
TopLevelContent.ReceivePositionalInputAt(screenSpacePos);
public sealed override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
var inputRectangle = TopLevelContent.DrawRectangle;
// Cover the gaps introduced by the spacing between panels so that user mis-aims don't result in no-ops.
inputRectangle = inputRectangle.Inflate(new MarginPadding
{
Top = item!.CarouselInputLenienceAbove,
Bottom = item!.CarouselInputLenienceBelow,
});
return inputRectangle.Contains(TopLevelContent.ToLocalSpace(screenSpacePos));
}
[Resolved]
private BeatmapCarousel? carousel { get; set; }
-13
View File
@@ -72,19 +72,6 @@ namespace osu.Game.Screens.SelectV2
PanelXOffset = 60;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
var inputRectangle = TopLevelContent.DrawRectangle;
// Cover the gaps introduced by the spacing between BeatmapPanels so that clicks will not fall through the carousel.
//
// Caveat is that for simplicity, we are covering the full spacing, so panels with frontmost depth will have a slightly
// larger hit target.
inputRectangle = inputRectangle.Inflate(new MarginPadding { Vertical = BeatmapCarousel.SPACING });
return inputRectangle.Contains(TopLevelContent.ToLocalSpace(screenSpacePos));
}
[BackgroundDependencyLoader]
private void load(OverlayColourProvider colourProvider)
{
@@ -67,19 +67,6 @@ namespace osu.Game.Screens.SelectV2
PanelXOffset = 20f;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
var inputRectangle = TopLevelContent.DrawRectangle;
// Cover the gaps introduced by the spacing between BeatmapPanels so that clicks will not fall through the carousel.
//
// Caveat is that for simplicity, we are covering the full spacing, so panels with frontmost depth will have a slightly
// larger hit target.
inputRectangle = inputRectangle.Inflate(new MarginPadding { Vertical = BeatmapCarousel.SPACING });
return inputRectangle.Contains(TopLevelContent.ToLocalSpace(screenSpacePos));
}
[BackgroundDependencyLoader]
private void load()
{
@@ -71,22 +71,6 @@ namespace osu.Game.Screens.SelectV2
private OsuSpriteText authorText = null!;
private FillFlowContainer mainFill = null!;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
var inputRectangle = TopLevelContent.DrawRectangle;
if (Selected.Value)
{
// Cover the gaps introduced by the spacing between BeatmapPanels so that clicks will not fall through the carousel.
//
// Caveat is that for simplicity, we are covering the full spacing, so panels with frontmost depth will have a slightly
// larger hit target.
inputRectangle = inputRectangle.Inflate(new MarginPadding { Vertical = BeatmapCarousel.SPACING * 2 });
}
return inputRectangle.Contains(TopLevelContent.ToLocalSpace(screenSpacePos));
}
public PanelBeatmapStandalone()
{
PanelXOffset = 20;