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https://github.com/ppy/osu.git
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Replace usage of now removed TriggerKeyPress and similar methods.
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parent
c8e9d9375f
commit
a3e6973b41
@ -4,7 +4,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input.States;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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@ -77,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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wasLeft = !wasLeft;
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}
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osuInputManager.HandleCustomInput(new InputState(), state);
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state.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
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@ -8,14 +8,14 @@ using System.Linq;
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using OpenTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Logging;
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using osu.Game.Screens.Play;
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using OpenTK;
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namespace osu.Game.Tests.Visual
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{
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[Description("player pause/fail screens")]
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public class TestCaseGameplayMenuOverlay : OsuTestCase
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public class TestCaseGameplayMenuOverlay : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) };
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@ -73,12 +73,18 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Hover first button", () => failOverlay.Buttons.First().TriggerOnMouseMove(null));
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AddStep("Hover first button", () => InputManager.MoveMouseTo(failOverlay.Buttons.First()));
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AddStep("Hide overlay", () => failOverlay.Hide());
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AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected));
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}
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private void press(Key key)
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{
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InputManager.PressKey(key);
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InputManager.ReleaseKey(key);
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}
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/// <summary>
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/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
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/// </summary>
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@ -86,7 +92,7 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Press enter", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter }));
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AddStep("Press enter", () => press(Key.Enter));
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AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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@ -99,7 +105,7 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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@ -112,7 +118,7 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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@ -125,11 +131,11 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Hide overlay", () => failOverlay.Hide());
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@ -142,11 +148,11 @@ namespace osu.Game.Tests.Visual
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Hide overlay", () => failOverlay.Hide());
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@ -161,8 +167,8 @@ namespace osu.Game.Tests.Visual
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null));
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AddStep("Down arrow", () => press(Key.Down));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected);
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AddAssert("Second button selected", () => secondButton.Selected);
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@ -174,12 +180,16 @@ namespace osu.Game.Tests.Visual
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/// </summary>
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private void testKeySelectionAfterMouseSelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Show overlay", () =>
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{
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pauseOverlay.Show();
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InputManager.MoveMouseTo(Vector2.Zero);
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});
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null));
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AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Second button not selected", () => !secondButton.Selected);
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
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@ -195,9 +205,9 @@ namespace osu.Game.Tests.Visual
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null));
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AddStep("Unhover second button", () => secondButton.TriggerOnHoverLost(null));
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); // Initial state condition
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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@ -235,23 +245,28 @@ namespace osu.Game.Tests.Visual
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AddStep("Select second button", () =>
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{
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pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
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pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
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press(Key.Down);
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press(Key.Down);
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});
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var retryButton = pauseOverlay.Buttons.Skip(1).First();
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bool triggered = false;
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Action lastAction = null;
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AddStep("Press enter", () =>
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{
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var lastAction = pauseOverlay.OnRetry;
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lastAction = pauseOverlay.OnRetry;
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pauseOverlay.OnRetry = () => triggered = true;
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retryButton.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter });
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pauseOverlay.OnRetry = lastAction;
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press(Key.Enter);
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});
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AddAssert("Action was triggered", () => triggered);
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AddAssert("Action was triggered", () =>
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{
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if (lastAction != null)
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{
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pauseOverlay.OnRetry = lastAction;
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lastAction = null;
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}
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return triggered;
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});
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AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
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}
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}
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@ -6,7 +6,6 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Screens.Play;
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@ -15,7 +14,7 @@ using OpenTK.Input;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public class TestCaseKeyCounter : OsuTestCase
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public class TestCaseKeyCounter : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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@ -53,16 +52,16 @@ namespace osu.Game.Tests.Visual
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AddStep($"Press {testKey} key", () =>
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{
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rewindTestKeyCounterKeyboard.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = testKey, Repeat = false });
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rewindTestKeyCounterKeyboard.TriggerOnKeyUp(null, new KeyUpEventArgs { Key = testKey });
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InputManager.PressKey(testKey);
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InputManager.ReleaseKey(testKey);
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});
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AddAssert($"Check {testKey} counter after keypress", () => rewindTestKeyCounterKeyboard.CountPresses == 1);
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AddStep($"Press {testKey} key", () =>
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{
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rewindTestKeyCounterKeyboard.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = testKey, Repeat = false });
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rewindTestKeyCounterKeyboard.TriggerOnKeyUp(null, new KeyUpEventArgs { Key = testKey });
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InputManager.PressKey(testKey);
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InputManager.ReleaseKey(testKey);
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time1 = Clock.CurrentTime;
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});
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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@ -10,8 +9,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Timing;
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@ -7,8 +7,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.States;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using OpenTK;
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@ -152,13 +151,18 @@ namespace osu.Game.Screens.Play
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) => Target.Children.Any(c => c.TriggerOnKeyDown(state, args));
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args) => Target.Children.Any(c => c.TriggerOnKeyUp(state, args));
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => Target.Children.Any(c => c.TriggerOnMouseDown(state, args));
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => Target.Children.Any(c => c.TriggerOnMouseUp(state, args));
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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 KeyDownEvent _:
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case KeyUpEvent _:
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case MouseDownEvent _:
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case MouseUpEvent _:
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return Target.Children.Any(c => c.TriggerEvent(e));
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}
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return base.Handle(e);
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}
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}
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}
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}
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