mirror of https://github.com/ppy/osu
Redesign "local input" toggle in manual input tests to be more user-friendly
- Only displays when required (there's literally zero case we want to return input to the test, as this is automatic on next action) - No longer hugs the right side of the screen (blocking visibility of some tests).
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0b5a3d6a91
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04a1550215
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@ -8,6 +8,7 @@
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Testing.Input;
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using osu.Framework.Testing.Input;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Graphics.UserInterfaceV2;
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@ -25,9 +26,10 @@ public abstract partial class OsuManualInputManagerTestScene : OsuTestScene
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protected readonly ManualInputManager InputManager;
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protected readonly ManualInputManager InputManager;
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private readonly RoundedButton buttonTest;
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private readonly RoundedButton buttonLocal;
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private readonly RoundedButton buttonLocal;
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private readonly Container takeControlOverlay;
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/// <summary>
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/// <summary>
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/// Whether to create a nested container to handle <see cref="GlobalAction"/>s that result from local (manual) test input.
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/// Whether to create a nested container to handle <see cref="GlobalAction"/>s that result from local (manual) test input.
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/// This should be disabled when instantiating an <see cref="OsuGame"/> instance else actions will be lost.
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/// This should be disabled when instantiating an <see cref="OsuGame"/> instance else actions will be lost.
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@ -66,12 +68,12 @@ protected OsuManualInputManagerTestScene()
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UseParentInput = true,
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UseParentInput = true,
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Child = mainContent
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Child = mainContent
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},
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},
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new Container
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takeControlOverlay = new Container
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{
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{
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AutoSizeAxes = Axes.Both,
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.TopRight,
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Origin = Anchor.BottomCentre,
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Margin = new MarginPadding(5),
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Margin = new MarginPadding(40),
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CornerRadius = 5,
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CornerRadius = 5,
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Masking = true,
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Masking = true,
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Children = new Drawable[]
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Children = new Drawable[]
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@ -80,28 +82,28 @@ protected OsuManualInputManagerTestScene()
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{
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{
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Colour = Color4.Black,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.5f,
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Alpha = 0.4f,
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},
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},
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new FillFlowContainer
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new FillFlowContainer
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{
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{
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AutoSizeAxes = Axes.Both,
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Direction = FillDirection.Vertical,
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Margin = new MarginPadding(5),
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Margin = new MarginPadding(10),
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Spacing = new Vector2(5),
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Spacing = new Vector2(10),
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new OsuSpriteText
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new OsuSpriteText
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{
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{
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Anchor = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Text = "Input Priority"
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Font = OsuFont.Default.With(weight: FontWeight.Bold),
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Text = "The test is currently overriding local input",
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},
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},
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new FillFlowContainer
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new FillFlowContainer
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{
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{
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AutoSizeAxes = Axes.Both,
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Margin = new MarginPadding(5),
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Spacing = new Vector2(5),
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Spacing = new Vector2(5),
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Direction = FillDirection.Horizontal,
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Direction = FillDirection.Horizontal,
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@ -109,15 +111,9 @@ protected OsuManualInputManagerTestScene()
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{
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{
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buttonLocal = new RoundedButton
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buttonLocal = new RoundedButton
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{
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{
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Text = "local",
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Text = "Take control back",
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Size = new Vector2(50, 30),
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Size = new Vector2(180, 30),
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Action = returnUserInput
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Action = () => InputManager.UseParentInput = true
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},
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buttonTest = new RoundedButton
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{
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Text = "test",
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Size = new Vector2(50, 30),
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Action = returnTestInput
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},
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},
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}
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}
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},
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},
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@ -128,6 +124,13 @@ protected OsuManualInputManagerTestScene()
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});
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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takeControlOverlay.Alpha = InputManager.UseParentInput ? 0 : 1;
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}
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/// <summary>
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/// <summary>
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/// Wait for a button to become enabled, then click it.
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/// Wait for a button to become enabled, then click it.
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/// </summary>
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/// </summary>
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@ -146,19 +149,5 @@ protected void ClickButtonWhenEnabled<T>()
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InputManager.Click(MouseButton.Left);
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InputManager.Click(MouseButton.Left);
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});
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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buttonTest.Enabled.Value = InputManager.UseParentInput;
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buttonLocal.Enabled.Value = !InputManager.UseParentInput;
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}
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private void returnUserInput() =>
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InputManager.UseParentInput = true;
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private void returnTestInput() =>
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InputManager.UseParentInput = false;
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}
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}
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}
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}
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