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Automatically activate touch device mod in player
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commit
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@ -1,12 +1,15 @@
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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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Configuration;
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using osu.Game.Input;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Mods;
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@ -19,6 +22,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public partial class TestSceneOsuModTouchDevice : PlayerTestScene
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{
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[Resolved]
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private SessionStatics statics { get; set; } = null!;
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private TestOnScreenDisplay testOnScreenDisplay = null!;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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@ -49,18 +55,26 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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private void load()
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{
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Add(testOnScreenDisplay = new TestOnScreenDisplay());
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Add(new TouchInputInterceptor());
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Dependencies.CacheAs<OnScreenDisplay>(testOnScreenDisplay);
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("reset OSD toast count", () => testOnScreenDisplay.ToastCount = 0);
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AddStep("reset static", () => statics.SetValue(Static.TouchInputActive, false));
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base.SetUpSteps();
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}
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[Test]
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public void TestFirstObjectTouched()
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public void TestUserAlreadyHasTouchDeviceActive()
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{
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// it is presumed that a previous screen (i.e. song select) will set this up
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AddStep("set up touchscreen user", () =>
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{
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Player.Score.ScoreInfo.Mods = Player.Score.ScoreInfo.Mods.Append(new OsuModTouchDevice()).ToArray();
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statics.SetValue(Static.TouchInputActive, true);
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});
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AddUntilStep("wait until 0 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 0", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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13
osu.Game/Overlays/OSD/TouchDeviceDetectedToast.cs
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13
osu.Game/Overlays/OSD/TouchDeviceDetectedToast.cs
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@ -0,0 +1,13 @@
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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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namespace osu.Game.Overlays.OSD
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{
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public partial class TouchDeviceDetectedToast : Toast
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{
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public TouchDeviceDetectedToast()
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: base("osu!", "Touch device detected", "Touch Device mod applied to score")
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{
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}
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}
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}
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@ -285,6 +285,7 @@ namespace osu.Game.Screens.Play
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fadeOut(true);
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},
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},
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new PlayerTouchInputHandler()
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});
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if (cancellationToken.IsCancellationRequested)
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61
osu.Game/Screens/Play/PlayerTouchInputHandler.cs
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61
osu.Game/Screens/Play/PlayerTouchInputHandler.cs
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@ -0,0 +1,61 @@
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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 System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Overlays;
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using osu.Game.Overlays.OSD;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Screens.Play
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{
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public partial class PlayerTouchInputHandler : Component
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{
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[Resolved]
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private Player player { get; set; } = null!;
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[Resolved]
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private GameplayState gameplayState { get; set; } = null!;
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[Resolved]
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private OnScreenDisplay? onScreenDisplay { get; set; }
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private IBindable<bool> touchActive = new BindableBool();
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[BackgroundDependencyLoader]
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private void load(SessionStatics statics)
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{
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touchActive = statics.GetBindable<bool>(Static.TouchInputActive);
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touchActive.BindValueChanged(_ => updateState());
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}
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private void updateState()
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{
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if (!touchActive.Value)
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return;
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if (gameplayState.HasPassed || gameplayState.HasFailed || gameplayState.HasQuit)
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return;
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if (gameplayState.Score.ScoreInfo.Mods.OfType<ModTouchDevice>().Any())
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return;
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if (player.IsBreakTime.Value)
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return;
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var touchDeviceMod = gameplayState.Ruleset.GetTouchDeviceMod();
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if (touchDeviceMod == null)
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return;
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onScreenDisplay?.Display(new TouchDeviceDetectedToast());
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// TODO: this is kinda crude. `Player` (probably rightly so) assumes immutability of mods.
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// this probably should be shown immediately on screen in the HUD,
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// which means that immutability will probably need to be revisited.
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player.Score.ScoreInfo.Mods = player.Score.ScoreInfo.Mods.Append(touchDeviceMod).ToArray();
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}
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}
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}
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