Added tests for new Taiko touch control schemes

This commit is contained in:
OpenSauce 2023-01-11 12:04:52 +00:00
parent d2247f704d
commit 32d1d5a34a
2 changed files with 28 additions and 22 deletions

View File

@ -3,7 +3,7 @@
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Rulesets.Taiko.Configuration;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Tests.Visual;
@ -14,35 +14,37 @@ public partial class TestSceneDrumTouchInputArea : OsuTestScene
{
private DrumTouchInputArea drumTouchInputArea = null!;
[SetUpSteps]
public void SetUpSteps()
private void createDrum(TaikoTouchControlScheme _forcedControlScheme)
{
AddStep("create drum", () =>
Child = new TaikoInputManager(new TaikoRuleset().RulesetInfo)
{
Child = new TaikoInputManager(new TaikoRuleset().RulesetInfo)
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new InputDrum
{
new InputDrum
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Height = 0.2f,
},
drumTouchInputArea = new DrumTouchInputArea
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
},
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Height = 0.2f,
},
};
});
drumTouchInputArea = new DrumTouchInputArea
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
ForceControlScheme = _forcedControlScheme
}
}
};
}
[Test]
public void TestDrum()
{
AddStep("create drum (kddk)", () => createDrum(TaikoTouchControlScheme.KDDK));
AddStep("show drum", () => drumTouchInputArea.Show());
AddStep("create drum (ddkk)", () => createDrum(TaikoTouchControlScheme.DDKK));
AddStep("show drum", () => drumTouchInputArea.Show());
AddStep("create drum (kkdd)", () => createDrum(TaikoTouchControlScheme.KKDD));
AddStep("show drum", () => drumTouchInputArea.Show());
}

View File

@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
public partial class DrumTouchInputArea : VisibilityContainer
{
public TaikoTouchControlScheme? ForceControlScheme { get; set; }
// visibility state affects our child. we always want to handle input.
public override bool PropagatePositionalInputSubTree => true;
public override bool PropagateNonPositionalInputSubTree => true;
@ -55,7 +56,10 @@ private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager
const float centre_region = 0.80f;
config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
if (ForceControlScheme == null)
config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
else
configTouchControlScheme.Value = (TaikoTouchControlScheme)ForceControlScheme;
Children = new Drawable[]
{