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Merge pull request #27238 from bdach/disable-nested-managers-when-ski…
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…n-editor-open

Disable nested input managers on edited screen when skin editor is open
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peppy authored Feb 19, 2024
2 parents f566618 + 1ca566c commit 398eaee
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Showing 2 changed files with 45 additions and 0 deletions.
20 changes: 20 additions & 0 deletions osu.Game.Tests/Visual/Navigation/TestSceneSkinEditorNavigation.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
using osu.Framework.Extensions;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Threading;
Expand Down Expand Up @@ -301,6 +302,25 @@ public void TestOpenSkinEditorGameplaySceneWhenDifferentRulesetActive(int rulese
switchToGameplayScene();
}

[Test]
public void TestRulesetInputDisabledWhenSkinEditorOpen()
{
advanceToSongSelect();
openSkinEditor();

AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

switchToGameplayScene();
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));

toggleSkinEditor();
AddUntilStep("nested input enabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().Any(manager => manager.UseParentInput));

toggleSkinEditor();
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
}

private void advanceToSongSelect()
{
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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25 changes: 25 additions & 0 deletions osu.Game/Overlays/SkinEditor/SkinEditorOverlay.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,9 +10,11 @@
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
Expand Down Expand Up @@ -66,6 +68,7 @@ public partial class SkinEditorOverlay : OverlayContainer, IKeyBindingHandler<Gl
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;

private OsuScreen? lastTargetScreen;
private InvokeOnDisposal? nestedInputManagerDisable;

private Vector2 lastDrawSize;

Expand Down Expand Up @@ -105,6 +108,7 @@ protected override void PopIn()

if (skinEditor != null)
{
disableNestedInputManagers();
skinEditor.Show();
return;
}
Expand Down Expand Up @@ -132,6 +136,8 @@ protected override void PopOut()
{
skinEditor?.Save(false);
skinEditor?.Hide();
nestedInputManagerDisable?.Dispose();
nestedInputManagerDisable = null;

globallyReenableBeatmapSkinSetting();
}
Expand Down Expand Up @@ -243,6 +249,9 @@ public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
/// </summary>
public void SetTarget(OsuScreen screen)
{
nestedInputManagerDisable?.Dispose();
nestedInputManagerDisable = null;

lastTargetScreen = screen;

if (skinEditor == null) return;
Expand Down Expand Up @@ -271,6 +280,7 @@ private void setTarget(OsuScreen? target)
{
skinEditor.Save(false);
skinEditor.UpdateTargetScreen(target);
disableNestedInputManagers();
}
else
{
Expand All @@ -280,6 +290,21 @@ private void setTarget(OsuScreen? target)
}
}

private void disableNestedInputManagers()
{
if (lastTargetScreen == null)
return;

var nestedInputManagers = lastTargetScreen.ChildrenOfType<PassThroughInputManager>().Where(manager => manager.UseParentInput).ToArray();
foreach (var inputManager in nestedInputManagers)
inputManager.UseParentInput = false;
nestedInputManagerDisable = new InvokeOnDisposal(() =>
{
foreach (var inputManager in nestedInputManagers)
inputManager.UseParentInput = true;
});
}

private readonly Bindable<bool> beatmapSkins = new Bindable<bool>();
private LeasedBindable<bool>? leasedBeatmapSkins;

Expand Down

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