mirror of https://github.com/ppy/osu
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.
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@ -3,33 +3,26 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Localisation;
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namespace osu.Game.Input.Bindings
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{
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public partial class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput
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public partial class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput, IKeyBindingHandler<GlobalAction>
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{
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private readonly Drawable? handler;
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private InputManager? parentInputManager;
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private readonly IKeyBindingHandler<GlobalAction>? handler;
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public GlobalActionContainer(OsuGameBase? game)
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: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
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{
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if (game is IKeyBindingHandler<GlobalAction>)
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handler = game;
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if (game is IKeyBindingHandler<GlobalAction> h)
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handler = h;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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parentInputManager = GetContainingInputManager();
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}
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protected override bool Prioritised => true;
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// IMPORTANT: Take care when changing order of the items in the enumerable.
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// It is used to decide the order of precedence, with the earlier items having higher precedence.
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@ -161,20 +154,9 @@ protected override void LoadComplete()
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new KeyBinding(InputKey.F3, GlobalAction.MusicPlay)
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};
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protected override IEnumerable<Drawable> KeyBindingInputQueue
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{
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get
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{
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// To ensure the global actions are handled with priority, this GlobalActionContainer is actually placed after game content.
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// It does not contain children as expected, so we need to forward the NonPositionalInputQueue from the parent input manager to correctly
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// allow the whole game to handle these actions.
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e) => handler?.OnPressed(e) == true;
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// An eventual solution to this hack is to create localised action containers for individual components like SongSelect, but this will take some rearranging.
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var inputQueue = parentInputManager?.NonPositionalInputQueue ?? base.KeyBindingInputQueue;
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return handler != null ? inputQueue.Prepend(handler) : inputQueue;
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}
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e) => handler?.OnReleased(e);
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}
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public enum GlobalAction
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@ -392,7 +392,9 @@ private void load(ReadableKeyCombinationProvider keyCombinationProvider, Framewo
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{
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SafeAreaOverrideEdges = SafeAreaOverrideEdges,
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RelativeSizeAxes = Axes.Both,
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Child = CreateScalingContainer().WithChildren(new Drawable[]
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Child = CreateScalingContainer().WithChild(globalBindings = new GlobalActionContainer(this)
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{
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Children = new Drawable[]
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{
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(GlobalCursorDisplay = new GlobalCursorDisplay
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{
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@ -401,8 +403,7 @@ private void load(ReadableKeyCombinationProvider keyCombinationProvider, Framewo
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{
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RelativeSizeAxes = Axes.Both
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}),
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// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
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globalBindings = new GlobalActionContainer(this)
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}
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})
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});
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@ -57,7 +57,13 @@ protected OsuManualInputManagerTestScene()
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}
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if (CreateNestedActionContainer)
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mainContent.Add(new GlobalActionContainer(null));
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{
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var globalActionContainer = new GlobalActionContainer(null)
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{
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Child = mainContent
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};
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mainContent = globalActionContainer;
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}
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base.Content.AddRange(new Drawable[]
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{
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