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Add component for game-wide touch detection
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@ -12,6 +12,7 @@ using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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@ -835,6 +836,27 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
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}
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[Test]
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public void TestTouchScreenDetection()
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{
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AddStep("touch logo", () =>
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{
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var button = Game.ChildrenOfType<OsuLogo>().Single();
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var touch = new Touch(TouchSource.Touch1, button.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch screen detected active", () => Game.Dependencies.Get<SessionStatics>().Get<bool>(Static.TouchInputActive), () => Is.True);
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AddStep("click settings button", () =>
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{
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var button = Game.ChildrenOfType<MainMenuButton>().Last();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("touch screen detected inactive", () => Game.Dependencies.Get<SessionStatics>().Get<bool>(Static.TouchInputActive), () => Is.False);
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}
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private Func<Player> playToResults()
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{
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var player = playToCompletion();
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@ -4,6 +4,7 @@
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#nullable disable
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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@ -24,6 +25,7 @@ namespace osu.Game.Configuration
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SetDefault(Static.LastHoverSoundPlaybackTime, (double?)null);
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SetDefault(Static.LastModSelectPanelSamplePlaybackTime, (double?)null);
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SetDefault<APISeasonalBackgrounds>(Static.SeasonalBackgrounds, null);
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SetDefault(Static.TouchInputActive, false);
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}
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/// <summary>
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@ -63,6 +65,12 @@ namespace osu.Game.Configuration
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/// The last playback time in milliseconds of an on/off sample (from <see cref="ModSelectPanel"/>).
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/// Used to debounce <see cref="ModSelectPanel"/> on/off sounds game-wide to avoid volume saturation, especially in activating mod presets with many mods.
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/// </summary>
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LastModSelectPanelSamplePlaybackTime
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LastModSelectPanelSamplePlaybackTime,
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/// <summary>
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/// Whether the last positional input received was a touch input.
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/// Used in touchscreen detection scenarios (<see cref="TouchInputInterceptor"/>).
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/// </summary>
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TouchInputActive,
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}
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}
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41
osu.Game/Input/TouchInputInterceptor.cs
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41
osu.Game/Input/TouchInputInterceptor.cs
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@ -0,0 +1,41 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Configuration;
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using osuTK;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Intercepts all positional input events and sets the appropriate <see cref="Static.TouchInputActive"/> value
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/// for consumption by particular game screens.
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/// </summary>
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public partial class TouchInputInterceptor : Component
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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[Resolved]
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private SessionStatics statics { get; set; } = null!;
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case MouseEvent:
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if (e.CurrentState.Mouse.LastSource is not ISourcedFromTouch)
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statics.SetValue(Static.TouchInputActive, false);
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break;
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case TouchEvent:
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statics.SetValue(Static.TouchInputActive, true);
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break;
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}
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return false;
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}
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}
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}
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@ -407,6 +407,8 @@ namespace osu.Game
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})
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});
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base.Content.Add(new TouchInputInterceptor());
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KeyBindingStore = new RealmKeyBindingStore(realm, keyCombinationProvider);
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KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
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