Skip to content

Commit

Permalink
Block input to objects lying under already-hit hitcircles when classi…
Browse files Browse the repository at this point in the history
…c note lock is active
  • Loading branch information
bdach committed Sep 5, 2023
1 parent 40d1196 commit 03c61a5
Show file tree
Hide file tree
Showing 3 changed files with 26 additions and 1 deletion.
2 changes: 2 additions & 0 deletions osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs
Original file line number Diff line number Diff line change
Expand Up @@ -549,6 +549,8 @@ public void TestInputDoesNotFallThroughOverlappingSliders()
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
Expand Down
23 changes: 23 additions & 0 deletions osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
Original file line number Diff line number Diff line change
Expand Up @@ -74,6 +74,10 @@ public void ApplyToDrawableHitObject(DrawableHitObject obj)
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);

if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(head);

break;

case DrawableSliderTail tail:
Expand All @@ -83,10 +87,29 @@ public void ApplyToDrawableHitObject(DrawableHitObject obj)
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);

if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(circle);

break;
}
}

/// <summary>
/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
{
var oldHitAction = circle.HitArea.Hit;
circle.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return true;
};
}

private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -261,7 +261,7 @@ public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction = e.Action;
HitAction ??= e.Action;
return true;
}

Expand Down

0 comments on commit 03c61a5

Please sign in to comment.