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KeyboardInputTest.cs
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KeyboardInputTest.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Testing;
using osuTK;
using osuTK.Input;
namespace osu.Framework.Tests.Input
{
[HeadlessTest]
public partial class KeyboardInputTest : ManualInputManagerTestScene
{
/// <summary>
/// Tests that if the hierarchy is changed while a key is held, the <see cref="Drawable.OnKeyUp"/> event is
/// only propagated to the hierarchy that originally handled <see cref="Drawable.OnKeyDown"/>.
/// </summary>
[Test]
public void TestKeyUpOnlyPropagatedToOriginalTargets()
{
var receptors = new InputReceptor[3];
AddStep("create hierarchy", () =>
{
Children = new Drawable[]
{
receptors[0] = new InputReceptor
{
Size = new Vector2(100),
KeyDown = () => true
},
receptors[1] = new InputReceptor { Size = new Vector2(100) }
};
});
AddStep("press key", () => InputManager.PressKey(Key.A));
AddStep("add receptor above", () =>
{
Add(receptors[2] = new InputReceptor
{
Size = new Vector2(100),
KeyDown = () => true,
KeyUp = () => true
});
});
AddStep("release key", () => InputManager.ReleaseKey(Key.A));
AddAssert("receptor 0 handled key down", () => receptors[0].DownReceived);
AddAssert("receptor 0 handled key up", () => receptors[0].UpReceived);
AddAssert("receptor 1 handled key down", () => receptors[1].DownReceived);
AddAssert("receptor 1 handled key up", () => receptors[1].UpReceived);
AddAssert("receptor 2 did not handle key down", () => !receptors[2].DownReceived);
AddAssert("receptor 2 did not handle key up", () => !receptors[2].UpReceived);
}
/// <summary>
/// Tests that a drawable that is removed from the hierarchy (or is otherwise removed from the input queues) won't receive OnKeyDown() events for every subsequent repeat.
/// </summary>
[Test]
public void TestNoLongerValidDrawableDoesNotReceiveRepeat()
{
var receptors = new InputReceptor[2];
AddStep("create hierarchy", () =>
{
Children = new Drawable[]
{
receptors[0] = new InputReceptor { Size = new Vector2(100) },
receptors[1] = new InputReceptor { Size = new Vector2(100) }
};
});
AddStep("press key", () => InputManager.PressKey(Key.A));
AddUntilStep("wait for repeat on receptor 0", () => receptors[0].RepeatReceived);
AddStep("remove receptor 0 & reset repeat", () =>
{
Remove(receptors[0], true);
receptors[0].RepeatReceived = false;
receptors[1].RepeatReceived = false;
});
AddUntilStep("wait for repeat on receptor 1", () => receptors[1].RepeatReceived);
AddAssert("receptor 0 did not receive repeat", () => !receptors[0].RepeatReceived);
}
/// <summary>
/// Tests that a drawable whose parent is removed from the hierarchy (or is otherwise removed from the input queues) won't receive OnKeyDown() events for every subsequent repeat.
/// </summary>
[Test]
public void TestNoLongerValidChildDrawableDoesNotReceiveRepeat()
{
var receptors = new InputReceptor[2];
var receptorParents = new Container[2];
AddStep("create hierarchy", () =>
{
Children = new Drawable[]
{
receptorParents[0] = new Container
{
Children = new Drawable[]
{
receptors[0] = new InputReceptor { Size = new Vector2(100) }
}
},
receptorParents[1] = new Container
{
Children = new Drawable[]
{
receptors[1] = new InputReceptor { Size = new Vector2(100) }
}
}
};
});
AddStep("press key", () => InputManager.PressKey(Key.A));
AddUntilStep("wait for repeat on receptor 0", () => receptors[0].RepeatReceived);
AddStep("remove receptor parent 0 & reset repeat", () =>
{
Remove(receptorParents[0], true);
receptors[0].RepeatReceived = false;
receptors[1].RepeatReceived = false;
});
AddUntilStep("wait for repeat on receptor 1", () => receptors[1].RepeatReceived);
AddAssert("receptor 0 did not receive repeat", () => !receptors[0].RepeatReceived);
}
/// <summary>
/// Tests that a drawable that was previously removed from the hierarchy receives repeat OnKeyDown() events when re-added to the hierarchy,
/// if it previously received a non-repeat OnKeyDown() event.
/// </summary>
[Test]
public void TestReValidatedDrawableReceivesRepeat()
{
var receptors = new InputReceptor[2];
AddStep("create hierarchy", () =>
{
Children = new Drawable[]
{
receptors[0] = new InputReceptor { Size = new Vector2(100) },
receptors[1] = new InputReceptor { Size = new Vector2(100) }
};
});
AddStep("press key", () => InputManager.PressKey(Key.A));
AddStep("remove receptor 0 & reset repeat", () =>
{
Remove(receptors[0], false);
receptors[0].RepeatReceived = false;
receptors[1].RepeatReceived = false;
});
AddUntilStep("wait for repeat on receptor 1", () => receptors[1].RepeatReceived);
AddStep("add back receptor 0", () => Add(receptors[0]));
AddUntilStep("wait for repeat on receptor 0", () => receptors[0].RepeatReceived);
}
private partial class InputReceptor : Box
{
public bool DownReceived { get; set; }
public bool UpReceived { get; set; }
public bool RepeatReceived { get; set; }
public Func<bool> KeyDown;
public Func<bool> KeyUp;
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
{
RepeatReceived = true;
return false;
}
DownReceived = true;
return KeyDown?.Invoke() ?? false;
}
protected override void OnKeyUp(KeyUpEvent e)
{
UpReceived = true;
KeyUp?.Invoke();
}
}
}
}