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osu-lazer/osu.Game/Tests/Visual/OsuManualInputManagerTestScene.cs
Bartłomiej Dach 5454d1caa1
Remove global action container input queue workaround
As described in #24248, the workaround employed by
`GlobalActionContainer`, wherein it tried to handle actions with
priority before its children by being placed in front of the children
and not _actually containing_ said children, is blocking the resolution
of some rather major input handling issues that allow key releases to be
received by deparented drawables.

To resolve, migrate `GlobalActionContainer` to use `Prioritised`, which
can be done without regressing certain mouse button flows after
ppy/osu-framework#5966.
2023-08-21 17:54:08 +02:00

158 lines
6.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Framework.Testing.Input;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
public abstract partial class OsuManualInputManagerTestScene : OsuTestScene
{
protected override Container<Drawable> Content => content;
private readonly Container content;
protected readonly ManualInputManager InputManager;
private readonly Container takeControlOverlay;
/// <summary>
/// Whether to create a nested container to handle <see cref="GlobalAction"/>s that result from local (manual) test input.
/// This should be disabled when instantiating an <see cref="OsuGame"/> instance else actions will be lost.
/// </summary>
protected virtual bool CreateNestedActionContainer => true;
/// <summary>
/// Whether a menu cursor controlled by the manual input manager should be displayed.
/// True by default, but is disabled for <see cref="OsuGameTestScene"/>s as they provide their own global cursor.
/// </summary>
protected virtual bool DisplayCursorForManualInput => true;
protected OsuManualInputManagerTestScene()
{
var mainContent = content = new Container { RelativeSizeAxes = Axes.Both };
if (DisplayCursorForManualInput)
{
var cursorDisplay = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both };
cursorDisplay.Add(content = new OsuTooltipContainer(cursorDisplay.MenuCursor)
{
RelativeSizeAxes = Axes.Both,
});
mainContent.Add(cursorDisplay);
}
if (CreateNestedActionContainer)
{
var globalActionContainer = new GlobalActionContainer(null)
{
Child = mainContent
};
mainContent = globalActionContainer;
}
base.Content.AddRange(new Drawable[]
{
InputManager = new ManualInputManager
{
UseParentInput = true,
Child = mainContent
},
takeControlOverlay = new Container
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Margin = new MarginPadding(40),
CornerRadius = 5,
Masking = true,
Children = new Drawable[]
{
new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Alpha = 0.4f,
},
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Margin = new MarginPadding(10),
Spacing = new Vector2(10),
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Font = OsuFont.Default.With(weight: FontWeight.Bold),
Text = "The test is currently overriding local input",
},
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Spacing = new Vector2(5),
Direction = FillDirection.Horizontal,
Children = new Drawable[]
{
new RoundedButton
{
Text = "Take control back",
Size = new Vector2(180, 30),
Action = () => InputManager.UseParentInput = true
},
}
},
}
},
}
},
});
}
protected override void Update()
{
base.Update();
takeControlOverlay.Alpha = InputManager.UseParentInput ? 0 : 1;
}
/// <summary>
/// Wait for a button to become enabled, then click it.
/// </summary>
/// <typeparam name="T"></typeparam>
protected void ClickButtonWhenEnabled<T>()
where T : Drawable
{
if (typeof(T) == typeof(Button))
AddUntilStep($"wait for {typeof(T).Name} enabled", () => (this.ChildrenOfType<T>().Single() as ClickableContainer)?.Enabled.Value == true);
else
AddUntilStep($"wait for {typeof(T).Name} enabled", () => this.ChildrenOfType<T>().Single().ChildrenOfType<ClickableContainer>().Single().Enabled.Value);
AddStep($"click {typeof(T).Name}", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<T>().Single());
InputManager.Click(MouseButton.Left);
});
}
}
}