// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Diagnostics; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Input.States; 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.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI.Cursor; using osu.Game.Screens.Play.HUD; using osu.Game.Tests.Visual; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Tests { [TestFixture] public partial class TestSceneOsuTouchInput : OsuManualInputManagerTestScene { [Resolved] private OsuConfigManager config { get; set; } = null!; private DefaultKeyCounter leftKeyCounter = null!; private DefaultKeyCounter rightKeyCounter = null!; private OsuInputManager osuInputManager = null!; private Container mainContent = null!; [SetUpSteps] public void SetUpSteps() { releaseAllTouches(); AddStep("Create tests", () => { Children = new Drawable[] { osuInputManager = new OsuInputManager(new OsuRuleset().RulesetInfo) { Child = mainContent = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { leftKeyCounter = new DefaultKeyCounter(new TestActionKeyCounterTrigger(OsuAction.LeftButton)) { Anchor = Anchor.Centre, Origin = Anchor.CentreRight, Depth = float.MinValue, X = -100, }, rightKeyCounter = new DefaultKeyCounter(new TestActionKeyCounterTrigger(OsuAction.RightButton)) { Anchor = Anchor.Centre, Origin = Anchor.CentreLeft, Depth = float.MinValue, X = 100, }, new OsuCursorContainer { Depth = float.MinValue, } }, } }, new TouchVisualiser(), }; }); } [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] public void TestSimpleInput() { 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); // Subsequent touches should be ignored (except position). beginTouch(TouchSource.Touch3); checkPosition(TouchSource.Touch3); beginTouch(TouchSource.Touch4); checkPosition(TouchSource.Touch4); assertKeyCounter(1, 1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); assertKeyCounter(1, 1); } [Test] public void TestPositionalTrackingAfterLongDistanceTravelled() { // When a single touch has already travelled enough distance on screen, it should remain as the positional // tracking touch until released (unless a direct touch occurs). beginTouch(TouchSource.Touch1); assertKeyCounter(1, 0); checkPressed(OsuAction.LeftButton); checkPosition(TouchSource.Touch1); // cover some distance beginTouch(TouchSource.Touch1, new Vector2(0)); beginTouch(TouchSource.Touch1, new Vector2(9999)); beginTouch(TouchSource.Touch1, new Vector2(0)); beginTouch(TouchSource.Touch1, new Vector2(9999)); beginTouch(TouchSource.Touch1); beginTouch(TouchSource.Touch2); assertKeyCounter(1, 1); checkNotPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); // in this case, touch 2 should not become the positional tracking touch. checkPosition(TouchSource.Touch1); // even if the second touch moves on the screen, the original tracking touch is retained. beginTouch(TouchSource.Touch2, new Vector2(0)); beginTouch(TouchSource.Touch2, new Vector2(9999)); beginTouch(TouchSource.Touch2, new Vector2(0)); beginTouch(TouchSource.Touch2, new Vector2(9999)); checkPosition(TouchSource.Touch1); } [Test] public void TestPositionalInputUpdatesOnlyFromMostRecentTouch() { beginTouch(TouchSource.Touch1); checkPosition(TouchSource.Touch1); beginTouch(TouchSource.Touch2); checkPosition(TouchSource.Touch2); beginTouch(TouchSource.Touch1, Vector2.One); checkPosition(TouchSource.Touch2); endTouch(TouchSource.Touch2); checkPosition(TouchSource.Touch2); // note that touch1 was never ended, but is no longer valid for touch input due to touch 2 occurring. 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); // 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] public void TestMovementWhileDisallowed() { // aka "autopilot" mod AddStep("Disallow gameplay cursor movement", () => osuInputManager.AllowUserCursorMovement = false); Vector2? positionBefore = null; AddStep("Store cursor position", () => positionBefore = osuInputManager.CurrentState.Mouse.Position); beginTouch(TouchSource.Touch1); assertKeyCounter(1, 0); checkPressed(OsuAction.LeftButton); AddAssert("Cursor position unchanged", () => osuInputManager.CurrentState.Mouse.Position, () => Is.EqualTo(positionBefore)); } [Test] public void TestActionWhileDisallowed() { // aka "relax" mod AddStep("Disallow gameplay actions", () => osuInputManager.AllowGameplayInputs = false); beginTouch(TouchSource.Touch1); assertKeyCounter(0, 0); checkNotPressed(OsuAction.LeftButton); checkPosition(TouchSource.Touch1); } [Test] public void TestInputWhileMouseButtonsDisabled() { AddStep("Disable mouse buttons", () => config.SetValue(OsuSetting.MouseDisableButtons, true)); beginTouch(TouchSource.Touch1); assertKeyCounter(0, 0); checkNotPressed(OsuAction.LeftButton); checkPosition(TouchSource.Touch1); beginTouch(TouchSource.Touch2); assertKeyCounter(0, 0); checkNotPressed(OsuAction.LeftButton); checkNotPressed(OsuAction.RightButton); checkPosition(TouchSource.Touch2); } [Test] public void TestAlternatingInput() { beginTouch(TouchSource.Touch1); assertKeyCounter(1, 0); checkPressed(OsuAction.LeftButton); beginTouch(TouchSource.Touch2); assertKeyCounter(1, 1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); for (int i = 0; i < 2; i++) { endTouch(TouchSource.Touch1); checkPressed(OsuAction.RightButton); checkNotPressed(OsuAction.LeftButton); beginTouch(TouchSource.Touch1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); endTouch(TouchSource.Touch2); checkPressed(OsuAction.LeftButton); checkNotPressed(OsuAction.RightButton); beginTouch(TouchSource.Touch2); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); } } [Test] public void TestPressReleaseOrder() { beginTouch(TouchSource.Touch1); beginTouch(TouchSource.Touch2); beginTouch(TouchSource.Touch3); assertKeyCounter(1, 1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); // Touch 3 was ignored, but let's ensure that if 1 or 2 are released, 3 will be handled a second attempt. endTouch(TouchSource.Touch1); assertKeyCounter(1, 1); checkPressed(OsuAction.RightButton); endTouch(TouchSource.Touch3); assertKeyCounter(1, 1); checkPressed(OsuAction.RightButton); beginTouch(TouchSource.Touch3); assertKeyCounter(2, 1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); } [Test] public void TestWithDisallowedUserCursor() { beginTouch(TouchSource.Touch1); assertKeyCounter(1, 0); checkPressed(OsuAction.LeftButton); beginTouch(TouchSource.Touch2); assertKeyCounter(1, 1); checkPressed(OsuAction.RightButton); // Subsequent touches should be ignored. beginTouch(TouchSource.Touch3); beginTouch(TouchSource.Touch4); assertKeyCounter(1, 1); checkPressed(OsuAction.LeftButton); checkPressed(OsuAction.RightButton); assertKeyCounter(1, 1); } private void addHitCircleAt(TouchSource source) { AddStep($"Add circle at {source}", () => { var hitCircle = new HitCircle(); hitCircle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); mainContent.Add(new DrawableHitCircle(hitCircle) { Clock = new FramedClock(new ManualClock()), Position = mainContent.ToLocalSpace(getSanePositionForSource(source)), }); }); } private void beginTouch(TouchSource source, Vector2? screenSpacePosition = null) => AddStep($"Begin touch for {source}", () => InputManager.BeginTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source)))); private void endTouch(TouchSource source, Vector2? screenSpacePosition = null) => AddStep($"Release touch for {source}", () => InputManager.EndTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source)))); private Vector2 getSanePositionForSource(TouchSource source) { return new Vector2( osuInputManager.ScreenSpaceDrawQuad.Centre.X + osuInputManager.ScreenSpaceDrawQuad.Width * (-1 + (int)source) / 8, osuInputManager.ScreenSpaceDrawQuad.Centre.Y - 100 ); } private void checkPosition(TouchSource touchSource) => AddAssert("Cursor position is correct", () => osuInputManager.CurrentState.Mouse.Position, () => Is.EqualTo(getSanePositionForSource(touchSource))); private void assertKeyCounter(int left, int right) { AddAssert($"The left key was pressed {left} times", () => leftKeyCounter.CountPresses.Value, () => Is.EqualTo(left)); AddAssert($"The right key was pressed {right} times", () => rightKeyCounter.CountPresses.Value, () => Is.EqualTo(right)); } private void releaseAllTouches() { AddStep("Release all touches", () => { config.SetValue(OsuSetting.MouseDisableButtons, false); foreach (TouchSource source in InputManager.CurrentState.Touch.ActiveSources) InputManager.EndTouch(new Touch(source, osuInputManager.ScreenSpaceDrawQuad.Centre)); }); } private void checkNotPressed(OsuAction action) => AddAssert($"Not pressing {action}", () => !osuInputManager.PressedActions.Contains(action)); private void checkPressed(OsuAction action) => AddAssert($"Is pressing {action}", () => osuInputManager.PressedActions.Contains(action)); public partial class TestActionKeyCounterTrigger : InputTrigger, IKeyBindingHandler { public OsuAction Action { get; } public TestActionKeyCounterTrigger(OsuAction action) : base(action.ToString()) { Action = action; } public bool OnPressed(KeyBindingPressEvent e) { if (e.Action == Action) { Activate(); } return false; } public void OnReleased(KeyBindingReleaseEvent e) { if (e.Action == Action) Deactivate(); } } public partial class TouchVisualiser : CompositeDrawable { private readonly Drawable?[] drawableTouches = new Drawable?[TouchState.MAX_TOUCH_COUNT]; public TouchVisualiser() { RelativeSizeAxes = Axes.Both; } public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; protected override bool OnTouchDown(TouchDownEvent e) { if (IsDisposed) return false; var circle = new Circle { Alpha = 0.5f, Origin = Anchor.Centre, Size = new Vector2(20), Position = e.Touch.Position, Colour = colourFor(e.Touch.Source), }; AddInternal(circle); drawableTouches[(int)e.Touch.Source] = circle; return false; } protected override void OnTouchMove(TouchMoveEvent e) { if (IsDisposed) return; var circle = drawableTouches[(int)e.Touch.Source]; Debug.Assert(circle != null); AddInternal(new FadingCircle(circle)); circle.Position = e.Touch.Position; } protected override void OnTouchUp(TouchUpEvent e) { var circle = drawableTouches[(int)e.Touch.Source]; Debug.Assert(circle != null); circle.FadeOut(200, Easing.OutQuint).Expire(); drawableTouches[(int)e.Touch.Source] = null; } private Color4 colourFor(TouchSource source) { return Color4.FromHsv(new Vector4((float)source / TouchState.MAX_TOUCH_COUNT, 1f, 1f, 1f)); } private partial class FadingCircle : Circle { public FadingCircle(Drawable source) { Origin = Anchor.Centre; Size = source.Size; Position = source.Position; Colour = source.Colour; } protected override void LoadComplete() { base.LoadComplete(); this.FadeOut(200).Expire(); } } } } }