mirror of https://github.com/ppy/osu
Merge pull request #29500 from frenzibyte/fix-pausing-for-the-millionth-time
Fix oversight in osu! pause input handling
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commit
7c0550d251
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@ -3,6 +3,7 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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@ -35,9 +36,11 @@ private void load()
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{
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OsuResumeOverlayInputBlocker? inputBlocker = null;
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if (drawableRuleset != null)
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var drawableOsuRuleset = (DrawableOsuRuleset?)drawableRuleset;
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if (drawableOsuRuleset != null)
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{
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var osuPlayfield = (OsuPlayfield)drawableRuleset.Playfield;
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var osuPlayfield = drawableOsuRuleset.Playfield;
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osuPlayfield.AttachResumeOverlayInputBlocker(inputBlocker = new OsuResumeOverlayInputBlocker());
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}
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@ -45,13 +48,14 @@ private void load()
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{
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Child = clickToResumeCursor = new OsuClickToResumeCursor
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{
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ResumeRequested = () =>
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ResumeRequested = action =>
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{
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// since the user had to press a button to tap the resume cursor,
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// block that press event from potentially reaching a hit circle that's behind the cursor.
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// we cannot do this from OsuClickToResumeCursor directly since we're in a different input manager tree than the gameplay one,
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// so we rely on a dedicated input blocking component that's implanted in there to do that for us.
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if (inputBlocker != null)
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// note this only matters when the user didn't pause while they were holding the same key that they are resuming with.
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if (inputBlocker != null && !drawableOsuRuleset.AsNonNull().KeyBindingInputManager.PressedActions.Contains(action))
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inputBlocker.BlockNextPress = true;
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Resume();
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@ -94,7 +98,7 @@ public partial class OsuClickToResumeCursor : OsuCursor, IKeyBindingHandler<OsuA
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{
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public override bool HandlePositionalInput => true;
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public Action? ResumeRequested;
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public Action<OsuAction>? ResumeRequested;
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private Container scaleTransitionContainer = null!;
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public OsuClickToResumeCursor()
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@ -136,7 +140,7 @@ public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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return false;
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scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
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ResumeRequested?.Invoke();
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ResumeRequested?.Invoke(e.Action);
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return true;
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}
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@ -47,6 +47,16 @@ public partial class TestScenePauseInputHandling : PlayerTestScene
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 10000,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 15000,
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}
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}
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};
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@ -256,7 +266,7 @@ public void TestManiaHeldInputRemainHeldAfterResume()
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}
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[Test]
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public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked()
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public void TestOsuHitCircleNotReceivingInputOnResume()
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{
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KeyCounter counter = null!;
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@ -281,6 +291,64 @@ public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked()
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AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Any());
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}
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[Test]
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public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingSameKey()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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AddStep("pause", () => Player.Pause());
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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seekTo(5000);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 2, true);
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 2, false);
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}
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[Test]
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public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingOtherKey()
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{
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loadPlayer(() => new OsuRuleset());
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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seekTo(5000);
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AddStep("pause", () => Player.Pause());
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
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}
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private void loadPlayer(Func<Ruleset> createRuleset)
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{
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AddStep("set ruleset", () => currentRuleset = createRuleset());
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@ -288,12 +356,17 @@ private void loadPlayer(Func<Ruleset> createRuleset)
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinnableContainer>().All(s => s.ComponentsLoaded));
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AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(0));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(0).Within(500));
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seekTo(0);
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AddAssert("not in break", () => !Player.IsBreakTime.Value);
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield));
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}
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private void seekTo(double time)
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{
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AddStep($"seek to {time}ms", () => Player.GameplayClockContainer.Seek(time));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(500));
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}
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private void checkKey(Func<KeyCounter> counter, int count, bool active)
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{
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AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count));
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