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Merge pull request #5875 from Joehuu/fix-gameplay-menu-button-hover-ani
Fix gameplay menu button initial hover animation Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
commit
aad245c4e3
@ -3,12 +3,13 @@
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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.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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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.Allocation;
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using osu.Framework.Graphics;
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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.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Bindings;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK;
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@ -16,7 +17,7 @@ using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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[Description("player pause/fail screens")]
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[System.ComponentModel.Description("player pause/fail screens")]
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public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene
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public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene
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{
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
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@ -29,57 +30,118 @@ namespace osu.Game.Tests.Visual.Gameplay
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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private void load(OsuGameBase game)
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{
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{
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Child = globalActionContainer = new GlobalActionContainer(game)
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Child = globalActionContainer = new GlobalActionContainer(game);
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{
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}
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Children = new Drawable[]
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{
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pauseOverlay = new PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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},
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failOverlay = new FailOverlay
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{
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[SetUp]
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OnRetry = () => Logger.Log(@"Retry"),
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public void SetUp() => Schedule(() =>
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OnQuit = () => Logger.Log(@"Quit"),
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{
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}
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globalActionContainer.Children = new Drawable[]
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{
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pauseOverlay = new PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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},
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failOverlay = new FailOverlay
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{
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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}
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}
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};
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};
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InputManager.MoveMouseTo(Vector2.Zero);
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});
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[Test]
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public void TestAdjustRetryCount()
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{
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showOverlay();
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var retryCount = 0;
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var retryCount = 0;
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AddStep("Add retry", () =>
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AddRepeatStep("Add retry", () =>
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{
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{
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retryCount++;
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retryCount++;
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pauseOverlay.Retries = failOverlay.Retries = retryCount;
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pauseOverlay.Retries = failOverlay.Retries = retryCount;
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});
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}, 10);
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}
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AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
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/// <summary>
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AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
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/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
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/// </summary>
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[Test]
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public void TestEnterWithoutSelection()
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{
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showOverlay();
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testHideResets();
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AddStep("Press select", () => press(GlobalAction.Select));
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AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
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}
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testEnterWithoutSelection();
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/// <summary>
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testKeyUpFromInitial();
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/// Tests that pressing the up arrow from the initial state selects the last button.
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testKeyDownFromInitial();
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/// </summary>
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testKeyUpWrapping();
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[Test]
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testKeyDownWrapping();
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public void TestKeyUpFromInitial()
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{
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showOverlay();
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testMouseSelectionAfterKeySelection();
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AddStep("Up arrow", () => press(Key.Up));
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testKeySelectionAfterMouseSelection();
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
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}
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testMouseDeselectionResets();
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/// <summary>
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/// Tests that pressing the down arrow from the initial state selects the first button.
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/// </summary>
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[Test]
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public void TestKeyDownFromInitial()
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{
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showOverlay();
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testClickSelection();
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AddStep("Down arrow", () => press(Key.Down));
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testEnterKeySelection();
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AddAssert("First button selected", () => getButton(0).Selected.Value);
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}
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/// <summary>
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/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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[Test]
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public void TestKeyUpWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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}
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/// <summary>
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/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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[Test]
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public void TestKeyDownWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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}
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}
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/// <summary>
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/// <summary>
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/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
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/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
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/// </summary>
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/// </summary>
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private void testHideResets()
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[Test]
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public void TestHideResets()
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{
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Show overlay", () => failOverlay.Show());
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@ -90,141 +152,73 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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}
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/// <summary>
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/// <summary>
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/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
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/// Tests that entering menu with cursor initially on button selects it.
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/// </summary>
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/// </summary>
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private void testEnterWithoutSelection()
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[Test]
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public void TestInitialButtonHover()
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{
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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showOverlay();
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AddStep("Press select", () => press(GlobalAction.Select));
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AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0)));
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AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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showOverlay();
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/// <summary>
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AddAssert("First button selected", () => getButton(0).Selected.Value);
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/// Tests that pressing the up arrow from the initial state selects the last button.
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/// </summary>
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private void testKeyUpFromInitial()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the down arrow from the initial state selects the first button.
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/// </summary>
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private void testKeyDownFromInitial()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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private void testKeyUpWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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AddStep("Hide overlay", () => failOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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private void testKeyDownWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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AddStep("Hide overlay", () => failOverlay.Hide());
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}
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}
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/// <summary>
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/// <summary>
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/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
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/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
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/// </summary>
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/// </summary>
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private void testMouseSelectionAfterKeySelection()
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[Test]
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public void TestMouseSelectionAfterKeySelection()
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{
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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showOverlay();
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Down arrow", () => press(Key.Down));
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AddStep("Down arrow", () => press(Key.Down));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
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AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected.Value);
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AddAssert("First button not selected", () => !getButton(0).Selected.Value);
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AddAssert("Second button selected", () => secondButton.Selected.Value);
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AddAssert("Second button selected", () => getButton(1).Selected.Value);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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}
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/// <summary>
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/// <summary>
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/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
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/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
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/// </summary>
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/// </summary>
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private void testKeySelectionAfterMouseSelection()
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[Test]
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public void TestKeySelectionAfterMouseSelection()
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{
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{
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AddStep("Show overlay", () =>
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AddStep("Show overlay", () =>
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{
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{
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pauseOverlay.Show();
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pauseOverlay.Show();
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InputManager.MoveMouseTo(Vector2.Zero);
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});
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});
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddStep("Up arrow", () => press(Key.Up));
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AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Second button not selected", () => !secondButton.Selected.Value);
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AddAssert("Second button not selected", () => !getButton(1).Selected.Value);
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
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AddAssert("First button selected", () => getButton(0).Selected.Value);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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}
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/// <summary>
|
/// <summary>
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/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
|
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
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/// </summary>
|
/// </summary>
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private void testMouseDeselectionResets()
|
[Test]
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public void TestMouseDeselectionResets()
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{
|
{
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AddStep("Show overlay", () => pauseOverlay.Show());
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showOverlay();
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
|
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
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AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddStep("Down arrow", () => press(Key.Down));
|
AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); // Initial state condition
|
AddAssert("First button selected", () => getButton(0).Selected.Value); // Initial state condition
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|
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AddStep("Hide overlay", () => pauseOverlay.Hide());
|
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}
|
}
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/// <summary>
|
/// <summary>
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/// Tests that clicking on a button correctly causes a click event for that button.
|
/// Tests that clicking on a button correctly causes a click event for that button.
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/// </summary>
|
/// </summary>
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private void testClickSelection()
|
[Test]
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||||||
|
public void TestClickSelection()
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||||||
{
|
{
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||||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
showOverlay();
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|
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var retryButton = pauseOverlay.Buttons.Skip(1).First();
|
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|
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bool triggered = false;
|
bool triggered = false;
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AddStep("Click retry button", () =>
|
AddStep("Click retry button", () =>
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@ -232,7 +226,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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var lastAction = pauseOverlay.OnRetry;
|
var lastAction = pauseOverlay.OnRetry;
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pauseOverlay.OnRetry = () => triggered = true;
|
pauseOverlay.OnRetry = () => triggered = true;
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|
|
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retryButton.Click();
|
getButton(1).Click();
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||||||
pauseOverlay.OnRetry = lastAction;
|
pauseOverlay.OnRetry = lastAction;
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||||||
});
|
});
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|
|
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@ -243,9 +237,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
|
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void testEnterKeySelection()
|
[Test]
|
||||||
|
public void TestEnterKeySelection()
|
||||||
{
|
{
|
||||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
showOverlay();
|
||||||
|
|
||||||
AddStep("Select second button", () =>
|
AddStep("Select second button", () =>
|
||||||
{
|
{
|
||||||
@ -275,6 +270,10 @@ namespace osu.Game.Tests.Visual.Gameplay
|
|||||||
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
|
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
|
||||||
|
|
||||||
|
private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
|
||||||
|
|
||||||
private void press(Key key)
|
private void press(Key key)
|
||||||
{
|
{
|
||||||
InputManager.PressKey(key);
|
InputManager.PressKey(key);
|
||||||
|
@ -304,8 +304,6 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
private class Button : DialogButton
|
private class Button : DialogButton
|
||||||
{
|
{
|
||||||
protected override bool OnHover(HoverEvent e) => true;
|
|
||||||
|
|
||||||
protected override bool OnMouseMove(MouseMoveEvent e)
|
protected override bool OnMouseMove(MouseMoveEvent e)
|
||||||
{
|
{
|
||||||
Selected.Value = true;
|
Selected.Value = true;
|
||||||
|
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Reference in New Issue
Block a user