diff --git a/osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs b/osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs index d778f2e991..a6e062242c 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs @@ -6,6 +6,7 @@ using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; +using osu.Framework.Graphics; using osu.Framework.Testing; using osu.Framework.Timing; using osu.Game.Beatmaps; @@ -13,10 +14,12 @@ using osu.Game.Configuration; using osu.Game.Rulesets; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Osu; +using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.UI; using osu.Game.Screens.Play.HUD; using osu.Game.Skinning; using osu.Game.Storyboards; + using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay @@ -32,6 +35,23 @@ namespace osu.Game.Tests.Visual.Gameplay [Resolved] private AudioManager audioManager { get; set; } = null!; + protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap + { + HitObjects = + { + new HitCircle + { + Position = OsuPlayfield.BASE_SIZE / 2, + StartTime = 0, + }, + new HitCircle + { + Position = OsuPlayfield.BASE_SIZE / 2, + StartTime = 5000, + } + } + }; + protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) => new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); @@ -70,18 +90,16 @@ namespace osu.Game.Tests.Visual.Gameplay AddStep("resume", () => Player.Resume()); AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType().Single())); AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); - - // Z key was released before pause, resuming should not trigger it - checkKey(() => counter, 1, false); - - AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); - checkKey(() => counter, 1, false); - - AddStep("press Z", () => InputManager.PressKey(Key.Z)); checkKey(() => counter, 2, true); AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); checkKey(() => counter, 2, false); + + AddStep("press Z", () => InputManager.PressKey(Key.Z)); + checkKey(() => counter, 3, true); + + AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); + checkKey(() => counter, 3, false); } [Test] @@ -90,30 +108,29 @@ namespace osu.Game.Tests.Visual.Gameplay KeyCounter counter = null!; loadPlayer(() => new ManiaRuleset()); - AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Key1)); + AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Special1)); checkKey(() => counter, 0, false); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); checkKey(() => counter, 1, true); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); checkKey(() => counter, 1, false); AddStep("pause", () => Player.Pause()); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); checkKey(() => counter, 1, false); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); checkKey(() => counter, 1, false); AddStep("resume", () => Player.Resume()); AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning); - checkKey(() => counter, 1, false); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); checkKey(() => counter, 2, true); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); checkKey(() => counter, 2, false); } @@ -145,8 +162,11 @@ namespace osu.Game.Tests.Visual.Gameplay AddStep("resume", () => Player.Resume()); AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType().Single())); AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); - checkKey(() => counterZ, 1, false); + checkKey(() => counterZ, 2, true); checkKey(() => counterX, 1, false); + + AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); + checkKey(() => counterZ, 2, false); } [Test] @@ -155,12 +175,12 @@ namespace osu.Game.Tests.Visual.Gameplay KeyCounter counter = null!; loadPlayer(() => new ManiaRuleset()); - AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Key1)); + AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Special1)); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); AddStep("pause", () => Player.Pause()); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); checkKey(() => counter, 1, true); AddStep("resume", () => Player.Resume()); @@ -202,12 +222,14 @@ namespace osu.Game.Tests.Visual.Gameplay AddStep("resume", () => Player.Resume()); AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType().Single())); AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); - checkKey(() => counterZ, 1, false); + checkKey(() => counterZ, 2, true); checkKey(() => counterX, 1, true); AddStep("release X", () => InputManager.ReleaseKey(Key.X)); - checkKey(() => counterZ, 1, false); checkKey(() => counterX, 1, false); + + AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); + checkKey(() => counterZ, 2, false); } [Test] @@ -216,24 +238,50 @@ namespace osu.Game.Tests.Visual.Gameplay KeyCounter counter = null!; loadPlayer(() => new ManiaRuleset()); - AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Key1)); + AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == ManiaAction.Special1)); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); checkKey(() => counter, 1, true); AddStep("pause", () => Player.Pause()); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); - AddStep("press D", () => InputManager.PressKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); + AddStep("press space", () => InputManager.PressKey(Key.Space)); AddStep("resume", () => Player.Resume()); AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning); checkKey(() => counter, 1, true); - AddStep("release D", () => InputManager.ReleaseKey(Key.D)); + AddStep("release space", () => InputManager.ReleaseKey(Key.Space)); checkKey(() => counter, 1, false); } + [Test] + public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked() + { + KeyCounter counter = null!; + + loadPlayer(() => new OsuRuleset()); + AddStep("get key counter", () => counter = this.ChildrenOfType().Single(k => k.Trigger is KeyCounterActionTrigger actionTrigger && actionTrigger.Action == OsuAction.LeftButton)); + + AddStep("pause", () => Player.Pause()); + AddStep("resume", () => Player.Resume()); + AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType().Single())); + AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); + + // ensure the input manager receives the Z button press... + checkKey(() => counter, 1, true); + AddAssert("button is pressed in kbc", () => Player.DrawableRuleset.Playfield.FindClosestParent()!.PressedActions.Single() == OsuAction.LeftButton); + + // ...but also ensure the hit circle in front of the cursor isn't hit by checking max combo. + AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(0)); + + AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); + + checkKey(() => counter, 1, false); + AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent()!.PressedActions.Any()); + } + private void loadPlayer(Func createRuleset) { AddStep("set ruleset", () => currentRuleset = createRuleset()); @@ -241,9 +289,10 @@ namespace osu.Game.Tests.Visual.Gameplay AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1); AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType().All(s => s.ComponentsLoaded)); - AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(20000)); - AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(20000).Within(500)); + AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(0)); + AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(0).Within(500)); AddAssert("not in break", () => !Player.IsBreakTime.Value); + AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield)); } private void checkKey(Func counter, int count, bool active)