mirror of
https://github.com/ppy/osu
synced 2024-12-27 17:32:56 +00:00
722 lines
25 KiB
C#
722 lines
25 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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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.Shapes;
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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.Input.States;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public partial class TestSceneOsuTouchInput : OsuManualInputManagerTestScene
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{
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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private TestActionKeyCounter leftKeyCounter = null!;
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private TestActionKeyCounter rightKeyCounter = null!;
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private OsuInputManager osuInputManager = null!;
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private Container mainContent = null!;
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[SetUpSteps]
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public void SetUpSteps()
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{
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releaseAllTouches();
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AddStep("Create tests", () =>
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{
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Children = new Drawable[]
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{
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osuInputManager = new OsuInputManager(new OsuRuleset().RulesetInfo)
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{
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Child = mainContent = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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leftKeyCounter = new TestActionKeyCounter(OsuAction.LeftButton)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreRight,
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Depth = float.MinValue,
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X = -100,
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},
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rightKeyCounter = new TestActionKeyCounter(OsuAction.RightButton)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreLeft,
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Depth = float.MinValue,
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X = 100,
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},
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new OsuCursorContainer
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{
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Depth = float.MinValue,
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}
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},
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}
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},
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new TouchVisualiser(),
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};
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});
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}
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[Test]
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public void TestStreamInputVisual()
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{
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addHitCircleAt(TouchSource.Touch1);
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addHitCircleAt(TouchSource.Touch2);
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beginTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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endTouch(TouchSource.Touch1);
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int i = 0;
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AddRepeatStep("Alternate", () =>
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{
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TouchSource down = i % 2 == 0 ? TouchSource.Touch3 : TouchSource.Touch4;
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TouchSource up = i % 2 == 0 ? TouchSource.Touch4 : TouchSource.Touch3;
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// sometimes the user will end the previous touch before touching again, sometimes not.
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if (RNG.NextBool())
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{
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InputManager.BeginTouch(new Touch(down, getSanePositionForSource(down)));
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InputManager.EndTouch(new Touch(up, getSanePositionForSource(up)));
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}
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else
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{
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InputManager.EndTouch(new Touch(up, getSanePositionForSource(up)));
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InputManager.BeginTouch(new Touch(down, getSanePositionForSource(down)));
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}
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i++;
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}, 100);
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}
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[Test]
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public void TestSimpleInput()
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{
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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// Subsequent touches should be ignored (except position).
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beginTouch(TouchSource.Touch3);
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checkPosition(TouchSource.Touch3);
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beginTouch(TouchSource.Touch4);
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checkPosition(TouchSource.Touch4);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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assertKeyCounter(1, 1);
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}
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[Test]
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public void TestPositionalTrackingAfterLongDistanceTravelled()
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{
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// When a single touch has already travelled enough distance on screen, it should remain as the positional
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// tracking touch until released (unless a direct touch occurs).
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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// cover some distance
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beginTouch(TouchSource.Touch1, new Vector2(0));
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beginTouch(TouchSource.Touch1, new Vector2(9999));
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beginTouch(TouchSource.Touch1, new Vector2(0));
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beginTouch(TouchSource.Touch1, new Vector2(9999));
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beginTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkNotPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// in this case, touch 2 should not become the positional tracking touch.
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checkPosition(TouchSource.Touch1);
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// even if the second touch moves on the screen, the original tracking touch is retained.
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beginTouch(TouchSource.Touch2, new Vector2(0));
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beginTouch(TouchSource.Touch2, new Vector2(9999));
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beginTouch(TouchSource.Touch2, new Vector2(0));
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beginTouch(TouchSource.Touch2, new Vector2(9999));
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checkPosition(TouchSource.Touch1);
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}
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[Test]
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public void TestPositionalInputUpdatesOnlyFromMostRecentTouch()
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{
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beginTouch(TouchSource.Touch1);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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checkPosition(TouchSource.Touch2);
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beginTouch(TouchSource.Touch1, Vector2.One);
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checkPosition(TouchSource.Touch2);
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endTouch(TouchSource.Touch2);
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checkPosition(TouchSource.Touch2);
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// note that touch1 was never ended, but is no longer valid for touch input due to touch 2 occurring.
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beginTouch(TouchSource.Touch1);
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checkPosition(TouchSource.Touch2);
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}
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[Test]
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public void TestStreamInput()
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{
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// In this scenario, the user is tapping on the first object in a stream,
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// then using one or two fingers in empty space to continue the stream.
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addHitCircleAt(TouchSource.Touch1);
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beginTouch(TouchSource.Touch1);
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// The first touch is handled as normal.
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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// The second touch should release the first, and also act as a right button.
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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// Importantly, this is different from the simple case because an object was interacted with in the first touch, but not the second touch.
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// left button is automatically released.
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checkNotPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// Also importantly, the positional part of the second touch is ignored.
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checkPosition(TouchSource.Touch1);
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// In this scenario, a third touch should be allowed, and handled similarly to the second.
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(2, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// Position is still ignored.
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checkPosition(TouchSource.Touch1);
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endTouch(TouchSource.Touch2);
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checkPressed(OsuAction.LeftButton);
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checkNotPressed(OsuAction.RightButton);
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// Position is still ignored.
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checkPosition(TouchSource.Touch1);
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// User continues streaming
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(2, 2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// Position is still ignored.
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checkPosition(TouchSource.Touch1);
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// In this mode a maximum of three touches should be supported.
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// A fourth touch should result in no changes anywhere.
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beginTouch(TouchSource.Touch4);
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assertKeyCounter(2, 2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch1);
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endTouch(TouchSource.Touch4);
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}
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[Test]
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public void TestStreamInputWithInitialTouchDownLeft()
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{
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// In this scenario, the user is wanting to use stream input but we start with one finger still on the screen.
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// That finger is mapped to a left action.
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addHitCircleAt(TouchSource.Touch2);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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// hits circle as right action
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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endTouch(TouchSource.Touch1);
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checkNotPressed(OsuAction.LeftButton);
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// stream using other two fingers while touch2 tracks
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(2, 1);
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checkPressed(OsuAction.LeftButton);
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// right button is automatically released
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checkNotPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(2, 2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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endTouch(TouchSource.Touch1);
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checkNotPressed(OsuAction.LeftButton);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(3, 2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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}
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[Test]
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public void TestStreamInputWithInitialTouchDownRight()
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{
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// In this scenario, the user is wanting to use stream input but we start with one finger still on the screen.
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// That finger is mapped to a right action.
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beginTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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endTouch(TouchSource.Touch1);
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addHitCircleAt(TouchSource.Touch1);
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// hits circle as left action
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(2, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch1);
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endTouch(TouchSource.Touch2);
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// stream using other two fingers while touch1 tracks
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(2, 2);
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checkPressed(OsuAction.RightButton);
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// left button is automatically released
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checkNotPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(3, 2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch1);
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endTouch(TouchSource.Touch2);
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checkNotPressed(OsuAction.RightButton);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(3, 3);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch1);
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}
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[Test]
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public void TestNonStreamOverlappingDirectTouchesWithRelease()
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{
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// In this scenario, the user is tapping on three circles directly while correctly releasing the first touch.
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// All three should be recognised.
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addHitCircleAt(TouchSource.Touch1);
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addHitCircleAt(TouchSource.Touch2);
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addHitCircleAt(TouchSource.Touch3);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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endTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(2, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch3);
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}
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[Test]
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public void TestNonStreamOverlappingDirectTouchesWithoutRelease()
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{
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// In this scenario, the user is tapping on three circles directly without releasing any touches.
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// The first two should be recognised, but a third should not (as the user already has two fingers down).
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addHitCircleAt(TouchSource.Touch1);
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addHitCircleAt(TouchSource.Touch2);
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addHitCircleAt(TouchSource.Touch3);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch3);
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}
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[Test]
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public void TestMovementWhileDisallowed()
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{
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// aka "autopilot" mod
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AddStep("Disallow gameplay cursor movement", () => osuInputManager.AllowUserCursorMovement = false);
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Vector2? positionBefore = null;
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AddStep("Store cursor position", () => positionBefore = osuInputManager.CurrentState.Mouse.Position);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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AddAssert("Cursor position unchanged", () => osuInputManager.CurrentState.Mouse.Position, () => Is.EqualTo(positionBefore));
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}
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[Test]
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public void TestActionWhileDisallowed()
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{
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// aka "relax" mod
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AddStep("Disallow gameplay actions", () => osuInputManager.AllowGameplayInputs = false);
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(0, 0);
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checkNotPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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}
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[Test]
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public void TestInputWhileMouseButtonsDisabled()
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{
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AddStep("Disable mouse buttons", () => config.SetValue(OsuSetting.MouseDisableButtons, true));
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(0, 0);
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checkNotPressed(OsuAction.LeftButton);
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checkPosition(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(0, 0);
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checkNotPressed(OsuAction.LeftButton);
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checkNotPressed(OsuAction.RightButton);
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checkPosition(TouchSource.Touch2);
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}
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[Test]
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public void TestAlternatingInput()
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{
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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for (int i = 0; i < 2; i++)
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{
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endTouch(TouchSource.Touch1);
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checkPressed(OsuAction.RightButton);
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checkNotPressed(OsuAction.LeftButton);
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beginTouch(TouchSource.Touch1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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endTouch(TouchSource.Touch2);
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checkPressed(OsuAction.LeftButton);
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checkNotPressed(OsuAction.RightButton);
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beginTouch(TouchSource.Touch2);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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}
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}
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[Test]
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public void TestPressReleaseOrder()
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{
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beginTouch(TouchSource.Touch1);
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beginTouch(TouchSource.Touch2);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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// Touch 3 was ignored, but let's ensure that if 1 or 2 are released, 3 will be handled a second attempt.
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endTouch(TouchSource.Touch1);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.RightButton);
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endTouch(TouchSource.Touch3);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.RightButton);
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beginTouch(TouchSource.Touch3);
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assertKeyCounter(2, 1);
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checkPressed(OsuAction.LeftButton);
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checkPressed(OsuAction.RightButton);
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}
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[Test]
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public void TestWithDisallowedUserCursor()
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{
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beginTouch(TouchSource.Touch1);
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assertKeyCounter(1, 0);
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checkPressed(OsuAction.LeftButton);
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beginTouch(TouchSource.Touch2);
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assertKeyCounter(1, 1);
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checkPressed(OsuAction.RightButton);
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// Subsequent touches should be ignored.
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beginTouch(TouchSource.Touch3);
|
|
beginTouch(TouchSource.Touch4);
|
|
|
|
assertKeyCounter(1, 1);
|
|
|
|
checkPressed(OsuAction.LeftButton);
|
|
checkPressed(OsuAction.RightButton);
|
|
|
|
assertKeyCounter(1, 1);
|
|
}
|
|
|
|
private void addHitCircleAt(TouchSource source)
|
|
{
|
|
AddStep($"Add circle at {source}", () =>
|
|
{
|
|
var hitCircle = new HitCircle();
|
|
|
|
hitCircle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
|
|
|
mainContent.Add(new DrawableHitCircle(hitCircle)
|
|
{
|
|
Clock = new FramedClock(new ManualClock()),
|
|
Position = mainContent.ToLocalSpace(getSanePositionForSource(source)),
|
|
});
|
|
});
|
|
}
|
|
|
|
private void beginTouch(TouchSource source, Vector2? screenSpacePosition = null) =>
|
|
AddStep($"Begin touch for {source}", () => InputManager.BeginTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source))));
|
|
|
|
private void endTouch(TouchSource source, Vector2? screenSpacePosition = null) =>
|
|
AddStep($"Release touch for {source}", () => InputManager.EndTouch(new Touch(source, screenSpacePosition ??= getSanePositionForSource(source))));
|
|
|
|
private Vector2 getSanePositionForSource(TouchSource source)
|
|
{
|
|
return new Vector2(
|
|
osuInputManager.ScreenSpaceDrawQuad.Centre.X + osuInputManager.ScreenSpaceDrawQuad.Width * (-1 + (int)source) / 8,
|
|
osuInputManager.ScreenSpaceDrawQuad.Centre.Y - 100
|
|
);
|
|
}
|
|
|
|
private void checkPosition(TouchSource touchSource) =>
|
|
AddAssert("Cursor position is correct", () => osuInputManager.CurrentState.Mouse.Position, () => Is.EqualTo(getSanePositionForSource(touchSource)));
|
|
|
|
private void assertKeyCounter(int left, int right)
|
|
{
|
|
AddAssert($"The left key was pressed {left} times", () => leftKeyCounter.CountPresses, () => Is.EqualTo(left));
|
|
AddAssert($"The right key was pressed {right} times", () => rightKeyCounter.CountPresses, () => Is.EqualTo(right));
|
|
}
|
|
|
|
private void releaseAllTouches()
|
|
{
|
|
AddStep("Release all touches", () =>
|
|
{
|
|
config.SetValue(OsuSetting.MouseDisableButtons, false);
|
|
foreach (TouchSource source in InputManager.CurrentState.Touch.ActiveSources)
|
|
InputManager.EndTouch(new Touch(source, osuInputManager.ScreenSpaceDrawQuad.Centre));
|
|
});
|
|
}
|
|
|
|
private void checkNotPressed(OsuAction action) => AddAssert($"Not pressing {action}", () => !osuInputManager.PressedActions.Contains(action));
|
|
private void checkPressed(OsuAction action) => AddAssert($"Is pressing {action}", () => osuInputManager.PressedActions.Contains(action));
|
|
|
|
public partial class TestActionKeyCounter : KeyCounter, IKeyBindingHandler<OsuAction>
|
|
{
|
|
public OsuAction Action { get; }
|
|
|
|
public TestActionKeyCounter(OsuAction action)
|
|
: base(action.ToString())
|
|
{
|
|
Action = action;
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
|
|
{
|
|
if (e.Action == Action)
|
|
{
|
|
IsLit = true;
|
|
Increment();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
|
|
{
|
|
if (e.Action == Action) IsLit = false;
|
|
}
|
|
}
|
|
|
|
public partial class TouchVisualiser : CompositeDrawable
|
|
{
|
|
private readonly Drawable?[] drawableTouches = new Drawable?[TouchState.MAX_TOUCH_COUNT];
|
|
|
|
public TouchVisualiser()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
}
|
|
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
|
|
|
|
protected override bool OnTouchDown(TouchDownEvent e)
|
|
{
|
|
if (IsDisposed)
|
|
return false;
|
|
|
|
var circle = new Circle
|
|
{
|
|
Alpha = 0.5f,
|
|
Origin = Anchor.Centre,
|
|
Size = new Vector2(20),
|
|
Position = e.Touch.Position,
|
|
Colour = colourFor(e.Touch.Source),
|
|
};
|
|
|
|
AddInternal(circle);
|
|
drawableTouches[(int)e.Touch.Source] = circle;
|
|
return false;
|
|
}
|
|
|
|
protected override void OnTouchMove(TouchMoveEvent e)
|
|
{
|
|
if (IsDisposed)
|
|
return;
|
|
|
|
var circle = drawableTouches[(int)e.Touch.Source];
|
|
|
|
Debug.Assert(circle != null);
|
|
|
|
AddInternal(new FadingCircle(circle));
|
|
circle.Position = e.Touch.Position;
|
|
}
|
|
|
|
protected override void OnTouchUp(TouchUpEvent e)
|
|
{
|
|
var circle = drawableTouches[(int)e.Touch.Source];
|
|
|
|
Debug.Assert(circle != null);
|
|
|
|
circle.FadeOut(200, Easing.OutQuint).Expire();
|
|
drawableTouches[(int)e.Touch.Source] = null;
|
|
}
|
|
|
|
private Color4 colourFor(TouchSource source)
|
|
{
|
|
return Color4.FromHsv(new Vector4((float)source / TouchState.MAX_TOUCH_COUNT, 1f, 1f, 1f));
|
|
}
|
|
|
|
private partial class FadingCircle : Circle
|
|
{
|
|
public FadingCircle(Drawable source)
|
|
{
|
|
Origin = Anchor.Centre;
|
|
Size = source.Size;
|
|
Position = source.Position;
|
|
Colour = source.Colour;
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
this.FadeOut(200).Expire();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|