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Merge pull request #12581 from smoogipoo/fix-simultaneous-slider-input
Fix simultaneous slider input not allowing both keys to be accepted
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commit
8b60f6e7fb
@ -34,6 +34,18 @@ namespace osu.Game.Rulesets.Osu.Tests
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private List<JudgementResult> judgementResults;
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private List<JudgementResult> judgementResults;
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[Test]
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public void TestPressBothKeysSimultaneouslyAndReleaseOne()
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{
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performTest(new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = Vector2.Zero, Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = time_slider_start },
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new OsuReplayFrame { Position = Vector2.Zero, Actions = { OsuAction.RightButton }, Time = time_during_slide_1 },
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});
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AddAssert("Tracking retained", assertMaxJudge);
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}
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/// <summary>
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/// <summary>
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/// Scenario:
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/// Scenario:
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/// - Press a key before a slider starts
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/// - Press a key before a slider starts
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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@ -134,6 +135,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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/// </summary>
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/// </summary>
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private double? timeToAcceptAnyKeyAfter;
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private double? timeToAcceptAnyKeyAfter;
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/// <summary>
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/// The actions that were pressed in the previous frame.
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/// </summary>
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private readonly List<OsuAction> lastPressedActions = new List<OsuAction>();
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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@ -152,8 +158,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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{
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var otherKey = headCircleHitAction == OsuAction.RightButton ? OsuAction.LeftButton : OsuAction.RightButton;
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var otherKey = headCircleHitAction == OsuAction.RightButton ? OsuAction.LeftButton : OsuAction.RightButton;
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// we can return to accepting all keys if the initial head circle key is the *only* key pressed, or all keys have been released.
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// we can start accepting any key once all other keys have been released in the previous frame.
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if (actions?.Contains(otherKey) != true)
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if (!lastPressedActions.Contains(otherKey))
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timeToAcceptAnyKeyAfter = Time.Current;
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timeToAcceptAnyKeyAfter = Time.Current;
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}
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}
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@ -164,6 +170,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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lastScreenSpaceMousePosition.HasValue && followCircle.ReceivePositionalInputAt(lastScreenSpaceMousePosition.Value) &&
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lastScreenSpaceMousePosition.HasValue && followCircle.ReceivePositionalInputAt(lastScreenSpaceMousePosition.Value) &&
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// valid action
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// valid action
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(actions?.Any(isValidTrackingAction) ?? false);
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(actions?.Any(isValidTrackingAction) ?? false);
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lastPressedActions.Clear();
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if (actions != null)
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lastPressedActions.AddRange(actions);
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}
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}
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/// <summary>
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/// <summary>
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