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mirror of https://github.com/ppy/osu.git synced 2024-12-15 01:02:55 +08:00

Merge pull request #22375 from peppy/osu-ruleset-touch-support

Add empty space tap-streaming support for osu! ruleset on touchscreen devices
This commit is contained in:
Dan Balasescu 2023-01-26 08:12:12 +09:00 committed by GitHub
commit 9ed0b8ccfa
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 349 additions and 7 deletions

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@ -13,7 +13,14 @@ using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Framework.Input.States; using osu.Framework.Input.States;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using osu.Game.Tests.Visual; using osu.Game.Tests.Visual;
using osuTK; using osuTK;
@ -22,7 +29,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Tests namespace osu.Game.Rulesets.Osu.Tests
{ {
[TestFixture] [TestFixture]
public partial class TestSceneTouchInput : OsuManualInputManagerTestScene public partial class TestSceneOsuTouchInput : OsuManualInputManagerTestScene
{ {
[Resolved] [Resolved]
private OsuConfigManager config { get; set; } = null!; private OsuConfigManager config { get; set; } = null!;
@ -33,6 +40,8 @@ namespace osu.Game.Rulesets.Osu.Tests
private OsuInputManager osuInputManager = null!; private OsuInputManager osuInputManager = null!;
private Container mainContent = null!;
[SetUpSteps] [SetUpSteps]
public void SetUpSteps() public void SetUpSteps()
{ {
@ -44,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
osuInputManager = new OsuInputManager(new OsuRuleset().RulesetInfo) osuInputManager = new OsuInputManager(new OsuRuleset().RulesetInfo)
{ {
Child = new Container Child = mainContent = new Container
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
@ -54,13 +63,19 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.CentreRight, Origin = Anchor.CentreRight,
Depth = float.MinValue,
X = -100, X = -100,
}, },
rightKeyCounter = new TestActionKeyCounter(OsuAction.RightButton) rightKeyCounter = new TestActionKeyCounter(OsuAction.RightButton)
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft, Origin = Anchor.CentreLeft,
Depth = float.MinValue,
X = 100, X = 100,
},
new OsuCursorContainer
{
Depth = float.MinValue,
} }
}, },
} }
@ -70,6 +85,40 @@ namespace osu.Game.Rulesets.Osu.Tests
}); });
} }
[Test]
public void TestStreamInputVisual()
{
addHitCircleAt(TouchSource.Touch1);
addHitCircleAt(TouchSource.Touch2);
beginTouch(TouchSource.Touch1);
beginTouch(TouchSource.Touch2);
endTouch(TouchSource.Touch1);
int i = 0;
AddRepeatStep("Alternate", () =>
{
TouchSource down = i % 2 == 0 ? TouchSource.Touch3 : TouchSource.Touch4;
TouchSource up = i % 2 == 0 ? TouchSource.Touch4 : TouchSource.Touch3;
// sometimes the user will end the previous touch before touching again, sometimes not.
if (RNG.NextBool())
{
InputManager.BeginTouch(new Touch(down, getSanePositionForSource(down)));
InputManager.EndTouch(new Touch(up, getSanePositionForSource(up)));
}
else
{
InputManager.EndTouch(new Touch(up, getSanePositionForSource(up)));
InputManager.BeginTouch(new Touch(down, getSanePositionForSource(down)));
}
i++;
}, 100);
}
[Test] [Test]
public void TestSimpleInput() public void TestSimpleInput()
{ {
@ -116,9 +165,224 @@ namespace osu.Game.Rulesets.Osu.Tests
endTouch(TouchSource.Touch2); endTouch(TouchSource.Touch2);
checkPosition(TouchSource.Touch2); checkPosition(TouchSource.Touch2);
// note that touch1 was never ended, but becomes active for tracking again. // note that touch1 was never ended, but is no longer valid for touch input due to touch 2 occurring.
beginTouch(TouchSource.Touch1); beginTouch(TouchSource.Touch1);
checkPosition(TouchSource.Touch2);
}
[Test]
public void TestStreamInput()
{
// In this scenario, the user is tapping on the first object in a stream,
// then using one or two fingers in empty space to continue the stream.
addHitCircleAt(TouchSource.Touch1);
beginTouch(TouchSource.Touch1);
// The first touch is handled as normal.
assertKeyCounter(1, 0);
checkPressed(OsuAction.LeftButton);
checkPosition(TouchSource.Touch1); checkPosition(TouchSource.Touch1);
// The second touch should release the first, and also act as a right button.
beginTouch(TouchSource.Touch2);
assertKeyCounter(1, 1);
// Importantly, this is different from the simple case because an object was interacted with in the first touch, but not the second touch.
// left button is automatically released.
checkNotPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
// Also importantly, the positional part of the second touch is ignored.
checkPosition(TouchSource.Touch1);
// In this scenario, a third touch should be allowed, and handled similarly to the second.
beginTouch(TouchSource.Touch3);
assertKeyCounter(2, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
// Position is still ignored.
checkPosition(TouchSource.Touch1);
endTouch(TouchSource.Touch2);
checkPressed(OsuAction.LeftButton);
checkNotPressed(OsuAction.RightButton);
// Position is still ignored.
checkPosition(TouchSource.Touch1);
// User continues streaming
beginTouch(TouchSource.Touch2);
assertKeyCounter(2, 2);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
// Position is still ignored.
checkPosition(TouchSource.Touch1);
// In this mode a maximum of three touches should be supported.
// A fourth touch should result in no changes anywhere.
beginTouch(TouchSource.Touch4);
assertKeyCounter(2, 2);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch1);
endTouch(TouchSource.Touch4);
}
[Test]
public void TestStreamInputWithInitialTouchDownLeft()
{
// In this scenario, the user is wanting to use stream input but we start with one finger still on the screen.
// That finger is mapped to a left action.
addHitCircleAt(TouchSource.Touch2);
beginTouch(TouchSource.Touch1);
assertKeyCounter(1, 0);
checkPressed(OsuAction.LeftButton);
checkPosition(TouchSource.Touch1);
// hits circle as right action
beginTouch(TouchSource.Touch2);
assertKeyCounter(1, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
endTouch(TouchSource.Touch1);
checkNotPressed(OsuAction.LeftButton);
// stream using other two fingers while touch2 tracks
beginTouch(TouchSource.Touch1);
assertKeyCounter(2, 1);
checkPressed(OsuAction.LeftButton);
// right button is automatically released
checkNotPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
beginTouch(TouchSource.Touch3);
assertKeyCounter(2, 2);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
endTouch(TouchSource.Touch1);
checkNotPressed(OsuAction.LeftButton);
beginTouch(TouchSource.Touch1);
assertKeyCounter(3, 2);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
}
[Test]
public void TestStreamInputWithInitialTouchDownRight()
{
// In this scenario, the user is wanting to use stream input but we start with one finger still on the screen.
// That finger is mapped to a right action.
beginTouch(TouchSource.Touch1);
beginTouch(TouchSource.Touch2);
assertKeyCounter(1, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
endTouch(TouchSource.Touch1);
addHitCircleAt(TouchSource.Touch1);
// hits circle as left action
beginTouch(TouchSource.Touch1);
assertKeyCounter(2, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch1);
endTouch(TouchSource.Touch2);
// stream using other two fingers while touch1 tracks
beginTouch(TouchSource.Touch2);
assertKeyCounter(2, 2);
checkPressed(OsuAction.RightButton);
// left button is automatically released
checkNotPressed(OsuAction.LeftButton);
checkPosition(TouchSource.Touch1);
beginTouch(TouchSource.Touch3);
assertKeyCounter(3, 2);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch1);
endTouch(TouchSource.Touch2);
checkNotPressed(OsuAction.RightButton);
beginTouch(TouchSource.Touch2);
assertKeyCounter(3, 3);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch1);
}
[Test]
public void TestNonStreamOverlappingDirectTouchesWithRelease()
{
// In this scenario, the user is tapping on three circles directly while correctly releasing the first touch.
// All three should be recognised.
addHitCircleAt(TouchSource.Touch1);
addHitCircleAt(TouchSource.Touch2);
addHitCircleAt(TouchSource.Touch3);
beginTouch(TouchSource.Touch1);
assertKeyCounter(1, 0);
checkPressed(OsuAction.LeftButton);
checkPosition(TouchSource.Touch1);
beginTouch(TouchSource.Touch2);
assertKeyCounter(1, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
endTouch(TouchSource.Touch1);
beginTouch(TouchSource.Touch3);
assertKeyCounter(2, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch3);
}
[Test]
public void TestNonStreamOverlappingDirectTouchesWithoutRelease()
{
// In this scenario, the user is tapping on three circles directly without releasing any touches.
// The first two should be recognised, but a third should not (as the user already has two fingers down).
addHitCircleAt(TouchSource.Touch1);
addHitCircleAt(TouchSource.Touch2);
addHitCircleAt(TouchSource.Touch3);
beginTouch(TouchSource.Touch1);
assertKeyCounter(1, 0);
checkPressed(OsuAction.LeftButton);
checkPosition(TouchSource.Touch1);
beginTouch(TouchSource.Touch2);
assertKeyCounter(1, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch2);
beginTouch(TouchSource.Touch3);
assertKeyCounter(1, 1);
checkPressed(OsuAction.LeftButton);
checkPressed(OsuAction.RightButton);
checkPosition(TouchSource.Touch3);
} }
[Test] [Test]
@ -263,6 +527,22 @@ namespace osu.Game.Rulesets.Osu.Tests
assertKeyCounter(1, 1); assertKeyCounter(1, 1);
} }
private void addHitCircleAt(TouchSource source)
{
AddStep($"Add circle at {source}", () =>
{
var hitCircle = new HitCircle();
hitCircle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
mainContent.Add(new DrawableHitCircle(hitCircle)
{
Clock = new FramedClock(new ManualClock()),
Position = mainContent.ToLocalSpace(getSanePositionForSource(source)),
});
});
}
private void beginTouch(TouchSource source, Vector2? screenSpacePosition = null) => private void beginTouch(TouchSource source, Vector2? screenSpacePosition = null) =>
AddStep($"Begin touch for {source}", () => InputManager.BeginTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source)))); AddStep($"Begin touch for {source}", () => InputManager.BeginTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source))));

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@ -9,8 +9,10 @@ using osu.Framework.Graphics;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Input.Bindings; using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu namespace osu.Game.Rulesets.Osu
{ {
@ -40,6 +42,13 @@ namespace osu.Game.Rulesets.Osu
protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
=> new OsuKeyBindingContainer(ruleset, variant, unique); => new OsuKeyBindingContainer(ruleset, variant, unique);
public bool CheckScreenSpaceActionPressJudgeable(Vector2 screenSpacePosition) =>
// This is a very naive but simple approach.
//
// Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected),
// this can be expanded to a more complex implementation, but I'd still want to keep it as simple as we can.
NonPositionalInputQueue.OfType<DrawableHitCircle.HitReceptor>().Any(c => c.ReceivePositionalInputAt(screenSpacePosition));
public OsuInputManager(RulesetInfo ruleset) public OsuInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique) : base(ruleset, 0, SimultaneousBindingMode.Unique)
{ {

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@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Osu.UI
/// </summary> /// </summary>
private readonly List<TrackedTouch> trackedTouches = new List<TrackedTouch>(); private readonly List<TrackedTouch> trackedTouches = new List<TrackedTouch>();
private TrackedTouch? positionTrackingTouch;
private readonly OsuInputManager osuInputManager; private readonly OsuInputManager osuInputManager;
private Bindable<bool> mouseDisabled = null!; private Bindable<bool> mouseDisabled = null!;
@ -57,7 +59,15 @@ namespace osu.Game.Rulesets.Osu.UI
// Ignore any taps which trigger an action which is already handled. But track them for potential positional input in the future. // Ignore any taps which trigger an action which is already handled. But track them for potential positional input in the future.
bool shouldResultInAction = osuInputManager.AllowGameplayInputs && !mouseDisabled.Value && trackedTouches.All(t => t.Action != action); bool shouldResultInAction = osuInputManager.AllowGameplayInputs && !mouseDisabled.Value && trackedTouches.All(t => t.Action != action);
trackedTouches.Add(new TrackedTouch(e.Touch.Source, shouldResultInAction ? action : null)); // If we can actually accept as an action, check whether this tap was on a circle's receptor.
// This case gets special handling to allow for empty-space stream tapping.
bool isDirectCircleTouch = osuInputManager.CheckScreenSpaceActionPressJudgeable(e.ScreenSpaceTouchDownPosition);
var newTouch = new TrackedTouch(e.Touch.Source, shouldResultInAction ? action : null, isDirectCircleTouch);
updatePositionTracking(newTouch);
trackedTouches.Add(newTouch);
// Important to update position before triggering the pressed action. // Important to update position before triggering the pressed action.
handleTouchMovement(e); handleTouchMovement(e);
@ -68,10 +78,47 @@ namespace osu.Game.Rulesets.Osu.UI
return true; return true;
} }
/// <summary>
/// Given a new touch, update the positional tracking state and any related operations.
/// </summary>
private void updatePositionTracking(TrackedTouch newTouch)
{
// If the new touch directly interacted with a circle's receptor, it always becomes the current touch for positional tracking.
if (newTouch.DirectTouch)
{
positionTrackingTouch = newTouch;
return;
}
// Otherwise, we only want to use the new touch for position tracking if no other touch is tracking position yet..
if (positionTrackingTouch == null)
{
positionTrackingTouch = newTouch;
return;
}
// ..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)
if (!positionTrackingTouch.DirectTouch)
{
positionTrackingTouch = newTouch;
return;
}
// In the case the new touch was not used for position tracking, we should also check the previous position tracking touch.
// If it was a direct touch and still has its action pressed, that action should be released.
//
// This is done to allow tracking with the initial touch while still having both Left/Right actions available for alternating with two more touches.
if (positionTrackingTouch.DirectTouch && positionTrackingTouch.Action is OsuAction directTouchAction)
{
osuInputManager.KeyBindingContainer.TriggerReleased(directTouchAction);
positionTrackingTouch.Action = null;
}
}
private void handleTouchMovement(TouchEvent touchEvent) private void handleTouchMovement(TouchEvent touchEvent)
{ {
// Movement should only be tracked for the most recent touch. // Movement should only be tracked for the most recent touch.
if (touchEvent.Touch.Source != trackedTouches.Last().Source) if (touchEvent.Touch.Source != positionTrackingTouch?.Source)
return; return;
if (!osuInputManager.AllowUserCursorMovement) if (!osuInputManager.AllowUserCursorMovement)
@ -87,6 +134,9 @@ namespace osu.Game.Rulesets.Osu.UI
if (tracked.Action is OsuAction action) if (tracked.Action is OsuAction action)
osuInputManager.KeyBindingContainer.TriggerReleased(action); osuInputManager.KeyBindingContainer.TriggerReleased(action);
if (positionTrackingTouch == tracked)
positionTrackingTouch = null;
trackedTouches.Remove(tracked); trackedTouches.Remove(tracked);
base.OnTouchUp(e); base.OnTouchUp(e);
@ -96,12 +146,15 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
public readonly TouchSource Source; public readonly TouchSource Source;
public readonly OsuAction? Action; public OsuAction? Action;
public TrackedTouch(TouchSource source, OsuAction? action) public readonly bool DirectTouch;
public TrackedTouch(TouchSource source, OsuAction? action, bool directTouch)
{ {
Source = source; Source = source;
Action = action; Action = action;
DirectTouch = directTouch;
} }
} }
} }