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Allow PlayerLoader to proceed even if the mouse is hovering an… (#5263)
Allow PlayerLoader to proceed even if the mouse is hovering an overlay panel Co-authored-by: Dan Balasescu <1329837+smoogipoo@users.noreply.github.com>
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commit
a7977ad557
@ -9,6 +9,7 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Screens;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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@ -16,12 +17,13 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerLoader : ManualInputManagerTestScene
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{
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private PlayerLoader loader;
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private TestPlayerLoader loader;
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private OsuScreenStack stack;
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[SetUp]
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@ -31,19 +33,28 @@ namespace osu.Game.Tests.Visual.Gameplay
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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});
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[Test]
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public void TestBlockLoadViaMouseMovement()
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{
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AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => new TestPlayer(false, false))));
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AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
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}
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[Test]
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public void TestLoadContinuation()
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{
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Player player = null;
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SlowLoadPlayer slowPlayer = null;
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false))));
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AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer(false, false))));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("load slow dummy beatmap", () =>
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{
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stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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stack.Push(loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
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});
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@ -61,7 +72,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("load player", () =>
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{
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Mods.Value = new[] { gameMod = new TestMod() };
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stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
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stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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@ -85,6 +96,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("player mods applied", () => playerMod2.Applied);
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}
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private class TestPlayerLoader : PlayerLoader
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{
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public new VisualSettings VisualSettings => base.VisualSettings;
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public TestPlayerLoader(Func<Player> createPlayer)
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: base(createPlayer)
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{
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}
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}
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private class TestMod : Mod, IApplicableToScoreProcessor
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{
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public override string Name => string.Empty;
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@ -18,6 +18,7 @@ using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play.HUD;
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@ -53,6 +54,8 @@ namespace osu.Game.Screens.Play
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private InputManager inputManager;
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private IdleTracker idleTracker;
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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@ -93,7 +96,8 @@ namespace osu.Game.Screens.Play
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VisualSettings = new VisualSettings(),
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new InputSettings()
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}
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}
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},
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idleTracker = new IdleTracker(750)
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});
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loadNewPlayer();
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@ -193,7 +197,7 @@ namespace osu.Game.Screens.Play
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// Here because IsHovered will not update unless we do so.
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public override bool HandlePositionalInput => true;
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private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && GetContainingInputManager()?.DraggedDrawable == null;
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private bool readyForPush => player.LoadState == LoadState.Ready && (IsHovered || idleTracker.IsIdle.Value) && inputManager?.DraggedDrawable == null;
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private void pushWhenLoaded()
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{
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