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https://github.com/ppy/osu.git
synced 2024-11-15 01:23:44 +08:00
Merge pull request #29250 from frenzibyte/fix-pause-in-osu-again
Fix pause input handling in osu! not working like stable
This commit is contained in:
commit
95aab6c9d6
@ -10,7 +10,7 @@
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<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework.Android" Version="2024.720.0" />
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<PackageReference Include="ppy.osu.Framework.Android" Version="2024.802.0" />
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</ItemGroup>
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<PropertyGroup>
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<!-- Fody does not handle Android build well, and warns when unchanged.
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@ -206,6 +206,15 @@ namespace osu.Game.Rulesets.Osu.UI
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
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private OsuResumeOverlay.OsuResumeOverlayInputBlocker? resumeInputBlocker;
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public void AttachResumeOverlayInputBlocker(OsuResumeOverlay.OsuResumeOverlayInputBlocker resumeInputBlocker)
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{
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Debug.Assert(this.resumeInputBlocker == null);
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this.resumeInputBlocker = resumeInputBlocker;
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AddInternal(resumeInputBlocker);
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}
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private partial class ProxyContainer : LifetimeManagementContainer
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{
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public void Add(Drawable proxy) => AddInternal(proxy);
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@ -33,9 +33,30 @@ namespace osu.Game.Rulesets.Osu.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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OsuResumeOverlayInputBlocker? inputBlocker = null;
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if (drawableRuleset != null)
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{
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var osuPlayfield = (OsuPlayfield)drawableRuleset.Playfield;
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osuPlayfield.AttachResumeOverlayInputBlocker(inputBlocker = new OsuResumeOverlayInputBlocker());
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}
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Add(cursorScaleContainer = new Container
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{
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Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
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Child = clickToResumeCursor = new OsuClickToResumeCursor
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{
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ResumeRequested = () =>
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{
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// since the user had to press a button to tap the resume cursor,
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// block that press event from potentially reaching a hit circle that's behind the cursor.
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// we cannot do this from OsuClickToResumeCursor directly since we're in a different input manager tree than the gameplay one,
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// so we rely on a dedicated input blocking component that's implanted in there to do that for us.
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if (inputBlocker != null)
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inputBlocker.BlockNextPress = true;
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Resume();
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}
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}
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});
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}
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@ -115,10 +136,7 @@ namespace osu.Game.Rulesets.Osu.UI
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return false;
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scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
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// When resuming with a button, we do not want the osu! input manager to see this button press and include it in the score.
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// To ensure that this works correctly, schedule the resume operation one frame forward, since the resume operation enables the input manager to see input events.
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Schedule(() => ResumeRequested?.Invoke());
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ResumeRequested?.Invoke();
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return true;
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}
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@ -143,5 +161,27 @@ namespace osu.Game.Rulesets.Osu.UI
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this.FadeColour(IsHovered ? Color4.White : Color4.Orange, 400, Easing.OutQuint);
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}
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}
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public partial class OsuResumeOverlayInputBlocker : Drawable, IKeyBindingHandler<OsuAction>
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{
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public bool BlockNextPress;
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public OsuResumeOverlayInputBlocker()
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{
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RelativeSizeAxes = Axes.Both;
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Depth = float.MinValue;
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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bool block = BlockNextPress;
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BlockNextPress = false;
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return block;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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}
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}
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}
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@ -6,6 +6,7 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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@ -13,6 +14,7 @@ using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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@ -32,6 +34,23 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Resolved]
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private AudioManager audioManager { get; set; } = null!;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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HitObjects =
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{
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 0,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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}
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}
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};
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) =>
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new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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@ -70,18 +89,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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// Z key was released before pause, resuming should not trigger it
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checkKey(() => counter, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 2, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 2, false);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 3, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 3, false);
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}
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[Test]
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@ -90,30 +107,29 @@ namespace osu.Game.Tests.Visual.Gameplay
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Special1));
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checkKey(() => counter, 0, false);
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("pause", () => Player.Pause());
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("resume", () => Player.Resume());
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AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
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checkKey(() => counter, 1, false);
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 2, true);
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 2, false);
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}
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@ -145,8 +161,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counterZ, 1, false);
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checkKey(() => counterZ, 2, true);
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checkKey(() => counterX, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counterZ, 2, false);
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}
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[Test]
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@ -155,12 +174,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Special1));
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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AddStep("pause", () => Player.Pause());
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("resume", () => Player.Resume());
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@ -202,12 +221,14 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counterZ, 1, false);
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checkKey(() => counterZ, 2, true);
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checkKey(() => counterX, 1, true);
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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checkKey(() => counterZ, 1, false);
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checkKey(() => counterX, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counterZ, 2, false);
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}
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[Test]
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@ -216,24 +237,50 @@ namespace osu.Game.Tests.Visual.Gameplay
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Special1));
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("pause", () => Player.Pause());
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("press D", () => InputManager.PressKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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AddStep("resume", () => Player.Resume());
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AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
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checkKey(() => counter, 1, true);
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AddStep("release D", () => InputManager.ReleaseKey(Key.D));
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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}
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[Test]
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public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("pause", () => Player.Pause());
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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// ensure the input manager receives the Z button press...
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checkKey(() => counter, 1, true);
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AddAssert("button is pressed in kbc", () => Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Single() == OsuAction.LeftButton);
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// ...but also ensure the hit circle in front of the cursor isn't hit by checking max combo.
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AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(0));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Any());
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}
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private void loadPlayer(Func<Ruleset> createRuleset)
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{
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AddStep("set ruleset", () => currentRuleset = createRuleset());
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@ -241,9 +288,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinComponentsContainer>().All(s => s.ComponentsLoaded));
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AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(20000));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(20000).Within(500));
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AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(0));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(0).Within(500));
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AddAssert("not in break", () => !Player.IsBreakTime.Value);
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield));
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}
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private void checkKey(Func<KeyCounter> counter, int count, bool active)
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@ -35,7 +35,7 @@
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="Realm" Version="11.5.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2024.720.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2024.802.0" />
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<PackageReference Include="ppy.osu.Game.Resources" Version="2024.802.0" />
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<PackageReference Include="Sentry" Version="4.3.0" />
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<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
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@ -23,6 +23,6 @@
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<RuntimeIdentifier>iossimulator-x64</RuntimeIdentifier>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2024.720.0" />
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2024.802.0" />
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</ItemGroup>
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</Project>
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Reference in New Issue
Block a user