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Fix drawing slider with touch inserts a random control point at beginning #30263
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86b240d
Add failing test cases
frenzibyte f8c8184
Fix placement blueprints not receiving latest mouse position with tou…
frenzibyte 40b98d4
Move conditional
frenzibyte e151c0f
Fix coding mistake
frenzibyte 03683e2
Merge branch 'master' into editor-slider-touch-support-1
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Original file line number | Diff line number | Diff line change |
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@@ -1,14 +1,86 @@ | ||
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System.Linq; | ||
using NUnit.Framework; | ||
using osu.Framework.Graphics; | ||
using osu.Framework.Graphics.Containers; | ||
using osu.Framework.Input; | ||
using osu.Framework.Testing; | ||
using osu.Game.Rulesets.Osu.Objects; | ||
using osu.Game.Rulesets.UI; | ||
using osu.Game.Screens.Edit.Components.RadioButtons; | ||
using osu.Game.Screens.Edit.Compose.Components; | ||
using osu.Game.Tests.Visual; | ||
using osuTK; | ||
using osuTK.Input; | ||
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namespace osu.Game.Rulesets.Osu.Tests.Editor | ||
{ | ||
[TestFixture] | ||
public partial class TestSceneOsuEditor : EditorTestScene | ||
{ | ||
protected override Ruleset CreateEditorRuleset() => new OsuRuleset(); | ||
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[Test] | ||
public void TestTouchInputAfterTouchingComposeArea() | ||
{ | ||
AddStep("tap circle", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "HitCircle"))); | ||
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// this input is just for interacting with compose area | ||
AddStep("tap playfield", () => tap(this.ChildrenOfType<Playfield>().Single())); | ||
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AddStep("move current time", () => InputManager.Key(Key.Right)); | ||
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AddStep("tap to place circle", () => tap(this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(10, 10)))); | ||
AddAssert("circle placed correctly", () => | ||
{ | ||
var circle = (HitCircle)EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate); | ||
Assert.Multiple(() => | ||
{ | ||
Assert.That(circle.Position.X, Is.EqualTo(10f).Within(0.01f)); | ||
Assert.That(circle.Position.Y, Is.EqualTo(10f).Within(0.01f)); | ||
}); | ||
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return true; | ||
}); | ||
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AddStep("tap slider", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "Slider"))); | ||
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// this input is just for interacting with compose area | ||
AddStep("tap playfield", () => tap(this.ChildrenOfType<Playfield>().Single())); | ||
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AddStep("move current time", () => InputManager.Key(Key.Right)); | ||
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AddStep("hold to draw slider", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(50, 20))))); | ||
AddStep("drag to draw", () => InputManager.MoveTouchTo(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(200, 50))))); | ||
AddAssert("selection not initiated", () => this.ChildrenOfType<DragBox>().All(d => d.State == Visibility.Hidden)); | ||
AddStep("end", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, InputManager.CurrentState.Touch.GetTouchPosition(TouchSource.Touch1)!.Value))); | ||
AddAssert("slider placed correctly", () => | ||
{ | ||
var slider = (Slider)EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate); | ||
Assert.Multiple(() => | ||
{ | ||
Assert.That(slider.Position.X, Is.EqualTo(50f).Within(0.01f)); | ||
Assert.That(slider.Position.Y, Is.EqualTo(20f).Within(0.01f)); | ||
Assert.That(slider.Path.ControlPoints.Count, Is.EqualTo(2)); | ||
Assert.That(slider.Path.ControlPoints[0].Position, Is.EqualTo(Vector2.Zero)); | ||
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// the final position may be slightly off from the mouse position when drawing, account for that. | ||
Assert.That(slider.Path.ControlPoints[1].Position.X, Is.EqualTo(150).Within(5)); | ||
Assert.That(slider.Path.ControlPoints[1].Position.Y, Is.EqualTo(30).Within(5)); | ||
}); | ||
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return true; | ||
}); | ||
} | ||
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private void tap(Drawable drawable) => tap(drawable.ScreenSpaceDrawQuad.Centre); | ||
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private void tap(Vector2 position) | ||
{ | ||
InputManager.BeginTouch(new Touch(TouchSource.Touch1, position)); | ||
InputManager.EndTouch(new Touch(TouchSource.Touch1, position)); | ||
} | ||
} | ||
} |
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Did you measure what the performance overhead of this is, if any? Given input is polled at 1000hz I expect this will be a bit redundant / slower.
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As per conversation in discord (https://discord.com/channels/188630481301012481/188630652340404224/1295374677585170575) it's probably fine