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>
This commit is contained in:
Dean Herbert 2019-07-06 01:06:18 +09:00 committed by GitHub
commit a7977ad557
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2 changed files with 31 additions and 6 deletions

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@ -9,6 +9,7 @@ using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
@ -16,12 +17,13 @@ using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring; using osu.Game.Scoring;
using osu.Game.Screens; using osu.Game.Screens;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
namespace osu.Game.Tests.Visual.Gameplay namespace osu.Game.Tests.Visual.Gameplay
{ {
public class TestScenePlayerLoader : ManualInputManagerTestScene public class TestScenePlayerLoader : ManualInputManagerTestScene
{ {
private PlayerLoader loader; private TestPlayerLoader loader;
private OsuScreenStack stack; private OsuScreenStack stack;
[SetUp] [SetUp]
@ -31,19 +33,28 @@ namespace osu.Game.Tests.Visual.Gameplay
Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
}); });
[Test]
public void TestBlockLoadViaMouseMovement()
{
AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => new TestPlayer(false, false))));
AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
}
[Test] [Test]
public void TestLoadContinuation() public void TestLoadContinuation()
{ {
Player player = null; Player player = null;
SlowLoadPlayer slowPlayer = null; SlowLoadPlayer slowPlayer = null;
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false)))); AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer(false, false))));
AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("load slow dummy beatmap", () => AddStep("load slow dummy beatmap", () =>
{ {
stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false))); stack.Push(loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000); Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
}); });
@ -61,7 +72,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("load player", () => AddStep("load player", () =>
{ {
Mods.Value = new[] { gameMod = new TestMod() }; Mods.Value = new[] { gameMod = new TestMod() };
stack.Push(loader = new PlayerLoader(() => player = new TestPlayer())); stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer()));
}); });
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen()); AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
@ -85,6 +96,16 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("player mods applied", () => playerMod2.Applied); AddAssert("player mods applied", () => playerMod2.Applied);
} }
private class TestPlayerLoader : PlayerLoader
{
public new VisualSettings VisualSettings => base.VisualSettings;
public TestPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
}
private class TestMod : Mod, IApplicableToScoreProcessor private class TestMod : Mod, IApplicableToScoreProcessor
{ {
public override string Name => string.Empty; public override string Name => string.Empty;

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@ -18,6 +18,7 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Menu; using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Play.HUD;
@ -53,6 +54,8 @@ namespace osu.Game.Screens.Play
private InputManager inputManager; private InputManager inputManager;
private IdleTracker idleTracker;
public PlayerLoader(Func<Player> createPlayer) public PlayerLoader(Func<Player> createPlayer)
{ {
this.createPlayer = createPlayer; this.createPlayer = createPlayer;
@ -93,7 +96,8 @@ namespace osu.Game.Screens.Play
VisualSettings = new VisualSettings(), VisualSettings = new VisualSettings(),
new InputSettings() new InputSettings()
} }
} },
idleTracker = new IdleTracker(750)
}); });
loadNewPlayer(); loadNewPlayer();
@ -193,7 +197,7 @@ namespace osu.Game.Screens.Play
// Here because IsHovered will not update unless we do so. // Here because IsHovered will not update unless we do so.
public override bool HandlePositionalInput => true; public override bool HandlePositionalInput => true;
private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && GetContainingInputManager()?.DraggedDrawable == null; private bool readyForPush => player.LoadState == LoadState.Ready && (IsHovered || idleTracker.IsIdle.Value) && inputManager?.DraggedDrawable == null;
private void pushWhenLoaded() private void pushWhenLoaded()
{ {