1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 12:33:01 +08:00

Merge branch 'update-framework-event-handling' into update-framework

This commit is contained in:
Dean Herbert 2018-09-20 00:29:42 +09:00
commit ae4c371bec
13 changed files with 112 additions and 84 deletions

View File

@ -4,7 +4,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Input.States;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -77,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Mods
wasLeft = !wasLeft; wasLeft = !wasLeft;
} }
osuInputManager.HandleCustomInput(new InputState(), state); state.Apply(osuInputManager.CurrentState, osuInputManager);
} }
public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer) public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)

View File

@ -8,14 +8,14 @@ using System.Linq;
using OpenTK.Input; using OpenTK.Input;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Input.EventArgs;
using osu.Framework.Logging; using osu.Framework.Logging;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using OpenTK;
namespace osu.Game.Tests.Visual namespace osu.Game.Tests.Visual
{ {
[Description("player pause/fail screens")] [Description("player pause/fail screens")]
public class TestCaseGameplayMenuOverlay : OsuTestCase public class TestCaseGameplayMenuOverlay : ManualInputManagerTestCase
{ {
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) }; public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) };
@ -73,12 +73,18 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => failOverlay.Show()); AddStep("Show overlay", () => failOverlay.Show());
AddStep("Hover first button", () => failOverlay.Buttons.First().TriggerOnMouseMove(null)); AddStep("Hover first button", () => InputManager.MoveMouseTo(failOverlay.Buttons.First()));
AddStep("Hide overlay", () => failOverlay.Hide()); AddStep("Hide overlay", () => failOverlay.Hide());
AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected)); AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected));
} }
private void press(Key key)
{
InputManager.PressKey(key);
InputManager.ReleaseKey(key);
}
/// <summary> /// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred. /// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// </summary> /// </summary>
@ -86,7 +92,7 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => pauseOverlay.Show()); AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Press enter", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter })); AddStep("Press enter", () => press(Key.Enter));
AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible); AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible);
AddStep("Hide overlay", () => pauseOverlay.Hide()); AddStep("Hide overlay", () => pauseOverlay.Hide());
@ -99,7 +105,7 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => pauseOverlay.Show()); AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up })); AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected); AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide()); AddStep("Hide overlay", () => pauseOverlay.Hide());
@ -112,7 +118,7 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => pauseOverlay.Show()); AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide()); AddStep("Hide overlay", () => pauseOverlay.Hide());
@ -125,11 +131,11 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => failOverlay.Show()); AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up })); AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected); AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up })); AddStep("Up arrow", () => press(Key.Up));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected); AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up })); AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected); AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Hide overlay", () => failOverlay.Hide()); AddStep("Hide overlay", () => failOverlay.Hide());
@ -142,11 +148,11 @@ namespace osu.Game.Tests.Visual
{ {
AddStep("Show overlay", () => failOverlay.Show()); AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected); AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected); AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected); AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Hide overlay", () => failOverlay.Hide()); AddStep("Hide overlay", () => failOverlay.Hide());
@ -161,8 +167,8 @@ namespace osu.Game.Tests.Visual
var secondButton = pauseOverlay.Buttons.Skip(1).First(); var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null)); AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected); AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected);
AddAssert("Second button selected", () => secondButton.Selected); AddAssert("Second button selected", () => secondButton.Selected);
@ -174,12 +180,16 @@ namespace osu.Game.Tests.Visual
/// </summary> /// </summary>
private void testKeySelectionAfterMouseSelection() private void testKeySelectionAfterMouseSelection()
{ {
AddStep("Show overlay", () => pauseOverlay.Show()); AddStep("Show overlay", () =>
{
pauseOverlay.Show();
InputManager.MoveMouseTo(Vector2.Zero);
});
var secondButton = pauseOverlay.Buttons.Skip(1).First(); var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null)); AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up })); AddStep("Up arrow", () => press(Key.Up));
AddAssert("Second button not selected", () => !secondButton.Selected); AddAssert("Second button not selected", () => !secondButton.Selected);
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
@ -195,9 +205,9 @@ namespace osu.Game.Tests.Visual
var secondButton = pauseOverlay.Buttons.Skip(1).First(); var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => secondButton.TriggerOnMouseMove(null)); AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Unhover second button", () => secondButton.TriggerOnHoverLost(null)); AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down })); AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); // Initial state condition AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); // Initial state condition
AddStep("Hide overlay", () => pauseOverlay.Hide()); AddStep("Hide overlay", () => pauseOverlay.Hide());
@ -218,7 +228,7 @@ namespace osu.Game.Tests.Visual
var lastAction = pauseOverlay.OnRetry; var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true; pauseOverlay.OnRetry = () => triggered = true;
retryButton.TriggerOnClick(); retryButton.Click();
pauseOverlay.OnRetry = lastAction; pauseOverlay.OnRetry = lastAction;
}); });
@ -235,23 +245,28 @@ namespace osu.Game.Tests.Visual
AddStep("Select second button", () => AddStep("Select second button", () =>
{ {
pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }); press(Key.Down);
pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }); press(Key.Down);
}); });
var retryButton = pauseOverlay.Buttons.Skip(1).First();
bool triggered = false; bool triggered = false;
Action lastAction = null;
AddStep("Press enter", () => AddStep("Press enter", () =>
{ {
var lastAction = pauseOverlay.OnRetry; lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true; pauseOverlay.OnRetry = () => triggered = true;
press(Key.Enter);
retryButton.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter });
pauseOverlay.OnRetry = lastAction;
}); });
AddAssert("Action was triggered", () => triggered); AddAssert("Action was triggered", () =>
{
if (lastAction != null)
{
pauseOverlay.OnRetry = lastAction;
lastAction = null;
}
return triggered;
});
AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden); AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
} }
} }

View File

@ -6,7 +6,6 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Input.EventArgs;
using osu.Framework.MathUtils; using osu.Framework.MathUtils;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
@ -15,7 +14,7 @@ using OpenTK.Input;
namespace osu.Game.Tests.Visual namespace osu.Game.Tests.Visual
{ {
[TestFixture] [TestFixture]
public class TestCaseKeyCounter : OsuTestCase public class TestCaseKeyCounter : ManualInputManagerTestCase
{ {
public override IReadOnlyList<Type> RequiredTypes => new[] public override IReadOnlyList<Type> RequiredTypes => new[]
{ {
@ -53,16 +52,16 @@ namespace osu.Game.Tests.Visual
AddStep($"Press {testKey} key", () => AddStep($"Press {testKey} key", () =>
{ {
rewindTestKeyCounterKeyboard.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = testKey, Repeat = false }); InputManager.PressKey(testKey);
rewindTestKeyCounterKeyboard.TriggerOnKeyUp(null, new KeyUpEventArgs { Key = testKey }); InputManager.ReleaseKey(testKey);
}); });
AddAssert($"Check {testKey} counter after keypress", () => rewindTestKeyCounterKeyboard.CountPresses == 1); AddAssert($"Check {testKey} counter after keypress", () => rewindTestKeyCounterKeyboard.CountPresses == 1);
AddStep($"Press {testKey} key", () => AddStep($"Press {testKey} key", () =>
{ {
rewindTestKeyCounterKeyboard.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = testKey, Repeat = false }); InputManager.PressKey(testKey);
rewindTestKeyCounterKeyboard.TriggerOnKeyUp(null, new KeyUpEventArgs { Key = testKey }); InputManager.ReleaseKey(testKey);
time1 = Clock.CurrentTime; time1 = Clock.CurrentTime;
}); });

View File

@ -3,10 +3,13 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using osu.Framework.Input.Handlers; using osu.Framework.Input.Handlers;
using osu.Framework.Input.StateChanges; using osu.Framework.Input.StateChanges;
using osu.Framework.Input.StateChanges.Events;
using osu.Framework.Input.States; using osu.Framework.Input.States;
using osu.Framework.Platform; using osu.Framework.Platform;
using osu.Game.Rulesets.UI;
using OpenTK; using OpenTK;
namespace osu.Game.Input.Handlers namespace osu.Game.Input.Handlers
@ -40,7 +43,29 @@ namespace osu.Game.Input.Handlers
public void Apply(InputState state, IInputStateChangeHandler handler) public void Apply(InputState state, IInputStateChangeHandler handler)
{ {
handler.HandleCustomInput(state, this); if (!(state is RulesetInputManagerInputState<T> inputState))
throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
var lastPressed = inputState.LastReplayState?.PressedActions ?? new List<T>();
var released = lastPressed.Except(PressedActions).ToArray();
var pressed = PressedActions.Except(lastPressed).ToArray();
inputState.LastReplayState = this;
handler.HandleInputStateChange(new ReplayStateChangeEvent<T>(state, this, released, pressed));
}
}
public class ReplayStateChangeEvent<T> : InputStateChangeEvent
{
public readonly T[] ReleasedActions;
public readonly T[] PressedActions;
public ReplayStateChangeEvent(InputState state, IInput input, T[] releasedActions, T[] pressedActions)
: base(state, input)
{
ReleasedActions = releasedActions;
PressedActions = pressedActions;
} }
} }
} }

View File

@ -66,7 +66,7 @@ namespace osu.Game.Overlays.BeatmapSet.Buttons
}, },
}; };
Action = () => playButton.TriggerOnClick(); Action = () => playButton.Click();
Playing.ValueChanged += newValue => progress.FadeTo(newValue ? 1 : 0, 100); Playing.ValueChanged += newValue => progress.FadeTo(newValue ? 1 : 0, 100);
} }

View File

@ -199,7 +199,7 @@ namespace osu.Game.Overlays.Dialog
switch (action) switch (action)
{ {
case GlobalAction.Select: case GlobalAction.Select:
Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.TriggerOnClick(); Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.Click();
return true; return true;
} }
@ -252,7 +252,7 @@ namespace osu.Game.Overlays.Dialog
if (!actionInvoked) if (!actionInvoked)
// In the case a user did not choose an action before a hide was triggered, press the last button. // In the case a user did not choose an action before a hide was triggered, press the last button.
// This is presumed to always be a sane default "cancel" action. // This is presumed to always be a sane default "cancel" action.
buttonsContainer.Last().TriggerOnClick(); buttonsContainer.Last().Click();
base.PopOut(); base.PopOut();
content.FadeOut(EXIT_DURATION, Easing.InSine); content.FadeOut(EXIT_DURATION, Easing.InSine);
@ -261,7 +261,7 @@ namespace osu.Game.Overlays.Dialog
private void pressButtonAtIndex(int index) private void pressButtonAtIndex(int index)
{ {
if (index < Buttons.Count()) if (index < Buttons.Count())
Buttons.Skip(index).First().TriggerOnClick(); Buttons.Skip(index).First().Click();
} }
} }
} }

View File

@ -155,7 +155,7 @@ namespace osu.Game.Overlays
switch (action) switch (action)
{ {
case GlobalAction.Back: case GlobalAction.Back:
TriggerOnClick(); Click();
return true; return true;
} }

View File

@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Configuration; using osu.Framework.Configuration;
@ -10,7 +9,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Input.EventArgs; using osu.Framework.Input.EventArgs;
using osu.Framework.Input.StateChanges; using osu.Framework.Input.StateChanges.Events;
using osu.Framework.Input.States; using osu.Framework.Input.States;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Configuration; using osu.Game.Configuration;
@ -56,33 +55,20 @@ namespace osu.Game.Rulesets.UI
#region Action mapping (for replays) #region Action mapping (for replays)
private List<T> lastPressedActions = new List<T>(); public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
public override void HandleCustomInput(InputState state, IInput input)
{ {
if (!(input is ReplayState<T> replayState)) if (inputStateChange is ReplayStateChangeEvent<T> replayStateChanged)
{ {
base.HandleCustomInput(state, input); foreach (var action in replayStateChanged.ReleasedActions)
return; KeyBindingContainer.TriggerReleased(action);
}
if (state is RulesetInputManagerInputState<T> inputState) foreach (var action in replayStateChanged.PressedActions)
KeyBindingContainer.TriggerPressed(action);
}
else
{ {
inputState.LastReplayState = replayState; base.HandleInputStateChange(inputStateChange);
} }
// Here we handle states specifically coming from a replay source.
// These have extra action information rather than keyboard keys or mouse buttons.
List<T> newActions = replayState.PressedActions;
foreach (var released in lastPressedActions.Except(newActions))
KeyBindingContainer.TriggerReleased(released);
foreach (var pressed in newActions.Except(lastPressedActions))
KeyBindingContainer.TriggerPressed(pressed);
lastPressedActions = newActions;
} }
#endregion #endregion

View File

@ -115,7 +115,7 @@ namespace osu.Game.Screens.Menu
case GlobalAction.Back: case GlobalAction.Back:
return goBack(); return goBack();
case GlobalAction.Select: case GlobalAction.Select:
logo?.TriggerOnClick(); logo?.Click();
return true; return true;
default: default:
return false; return false;
@ -133,7 +133,7 @@ namespace osu.Game.Screens.Menu
sampleBack?.Play(); sampleBack?.Play();
return true; return true;
case ButtonSystemState.Play: case ButtonSystemState.Play:
backButton.TriggerOnClick(); backButton.Click();
return true; return true;
default: default:
return false; return false;
@ -150,10 +150,10 @@ namespace osu.Game.Screens.Menu
State = ButtonSystemState.TopLevel; State = ButtonSystemState.TopLevel;
return true; return true;
case ButtonSystemState.TopLevel: case ButtonSystemState.TopLevel:
buttonsTopLevel.First().TriggerOnClick(); buttonsTopLevel.First().Click();
return false; return false;
case ButtonSystemState.Play: case ButtonSystemState.Play:
buttonsPlay.First().TriggerOnClick(); buttonsPlay.First().Click();
return false; return false;
} }
} }

View File

@ -38,7 +38,7 @@ namespace osu.Game.Screens.Play
/// <summary> /// <summary>
/// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered. /// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered.
/// </summary> /// </summary>
protected virtual Action BackAction => () => InternalButtons.Children.Last().TriggerOnClick(); protected virtual Action BackAction => () => InternalButtons.Children.Last().Click();
public abstract string Header { get; } public abstract string Header { get; }
public abstract string Description { get; } public abstract string Description { get; }

View File

@ -7,8 +7,7 @@ using osu.Framework.Allocation;
using osu.Framework.Configuration; using osu.Framework.Configuration;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Input.EventArgs; using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Configuration; using osu.Game.Configuration;
using OpenTK; using OpenTK;
@ -152,13 +151,18 @@ namespace osu.Game.Screens.Play
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true; public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) => Target.Children.Any(c => c.TriggerOnKeyDown(state, args)); protected override bool Handle(UIEvent e)
{
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args) => Target.Children.Any(c => c.TriggerOnKeyUp(state, args)); switch (e)
{
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => Target.Children.Any(c => c.TriggerOnMouseDown(state, args)); case KeyDownEvent _:
case KeyUpEvent _:
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => Target.Children.Any(c => c.TriggerOnMouseUp(state, args)); case MouseDownEvent _:
case MouseUpEvent _:
return Target.Children.Any(c => c.TriggerEvent(e));
}
return base.Handle(e);
}
} }
} }
} }

View File

@ -132,7 +132,7 @@ namespace osu.Game.Screens.Play
public override string Header => "paused"; public override string Header => "paused";
public override string Description => "you're not going to do what i think you're going to do, are ya?"; public override string Description => "you're not going to do what i think you're going to do, are ya?";
protected override Action BackAction => () => InternalButtons.Children.First().TriggerOnClick(); protected override Action BackAction => () => InternalButtons.Children.First().Click();
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)

View File

@ -141,7 +141,7 @@ namespace osu.Game.Screens.Play
switch (action) switch (action)
{ {
case GlobalAction.SkipCutscene: case GlobalAction.SkipCutscene:
button.TriggerOnClick(); button.Click();
return true; return true;
} }