Merge pull request #27896 from bdach/fix-pause-overlay-missing-in-osu

Fix resume overlay not appearing after pausing when mouse cursor is inside window but outside of actual playfield area
This commit is contained in:
Dan Balasescu 2024-04-16 22:11:17 +09:00 committed by GitHub
commit 3bd2bb0ed6
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 80 additions and 9 deletions

View File

@ -0,0 +1,69 @@
// 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 NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Tests
{
public partial class TestSceneResume : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false, AllowBackwardsSeeks);
[Test]
public void TestPauseViaKeyboard()
{
AddStep("move mouse to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestPauseViaKeyboardWhenMouseOutsidePlayfield()
{
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.BottomRight + new Vector2(1)));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestPauseViaKeyboardWhenMouseOutsideScreen()
{
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(new Vector2(-20)));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay not present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Hidden));
}
}
}

View File

@ -1,8 +1,6 @@
// 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
@ -12,6 +10,7 @@ using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osuTK.Graphics;
@ -19,15 +18,18 @@ namespace osu.Game.Rulesets.Osu.UI
{
public partial class OsuResumeOverlay : ResumeOverlay
{
private Container cursorScaleContainer;
private OsuClickToResumeCursor clickToResumeCursor;
private Container cursorScaleContainer = null!;
private OsuClickToResumeCursor clickToResumeCursor = null!;
private OsuCursorContainer localCursorContainer;
private OsuCursorContainer? localCursorContainer;
public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
public override CursorContainer? LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
protected override LocalisableString Message => "Click the orange cursor to resume";
[Resolved]
private DrawableRuleset? drawableRuleset { get; set; }
[BackgroundDependencyLoader]
private void load()
{
@ -40,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.UI
protected override void PopIn()
{
// Can't display if the cursor is outside the window.
if (GameplayCursor.LastFrameState == Visibility.Hidden || !Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))
if (GameplayCursor.LastFrameState == Visibility.Hidden || drawableRuleset?.Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre) == false)
{
Resume();
return;
@ -71,8 +73,8 @@ namespace osu.Game.Rulesets.Osu.UI
{
public override bool HandlePositionalInput => true;
public Action ResumeRequested;
private Container scaleTransitionContainer;
public Action? ResumeRequested;
private Container scaleTransitionContainer = null!;
public OsuClickToResumeCursor()
{