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osu-lazer/osu.Game.Tests/Visual/UserInterface/TestSceneNotificationOverlay.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.
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using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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namespace osu.Game.Tests.Visual.UserInterface
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{
[TestFixture]
public class TestSceneNotificationOverlay : OsuTestScene
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{
private NotificationOverlay notificationOverlay;
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private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
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private SpriteText displayedCount;
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[SetUp]
public void SetUp() => Schedule(() =>
{
progressingNotifications.Clear();
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Content.Children = new Drawable[]
{
notificationOverlay = new NotificationOverlay
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight
},
displayedCount = new OsuSpriteText()
};
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notificationOverlay.UnreadCount.ValueChanged += count => { displayedCount.Text = $"displayed count: {count.NewValue}"; };
});
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[Test]
public void TestBasicFlow()
{
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setState(Visibility.Visible);
AddStep(@"simple #1", sendHelloNotification);
AddStep(@"simple #2", sendAmazingNotification);
AddStep(@"progress #1", sendUploadProgress);
AddStep(@"progress #2", sendDownloadProgress);
checkProgressingCount(2);
setState(Visibility.Hidden);
AddRepeatStep(@"add many simple", sendManyNotifications, 3);
waitForCompletion();
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AddStep(@"progress #3", sendUploadProgress);
checkProgressingCount(1);
checkDisplayedCount(33);
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waitForCompletion();
}
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[Test]
public void TestImportantWhileClosed()
{
AddStep(@"simple #1", sendHelloNotification);
AddAssert("Is visible", () => notificationOverlay.State.Value == Visibility.Visible);
checkDisplayedCount(1);
AddStep(@"progress #1", sendUploadProgress);
AddStep(@"progress #2", sendDownloadProgress);
checkProgressingCount(2);
checkDisplayedCount(3);
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}
[Test]
public void TestUnimportantWhileClosed()
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{
AddStep(@"background #1", sendBackgroundNotification);
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AddAssert("Is not visible", () => notificationOverlay.State.Value == Visibility.Hidden);
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checkDisplayedCount(1);
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AddStep(@"background progress #1", sendBackgroundUploadProgress);
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checkProgressingCount(1);
waitForCompletion();
checkDisplayedCount(2);
AddStep(@"simple #1", sendHelloNotification);
checkDisplayedCount(3);
}
[Test]
public void TestSpam()
{
setState(Visibility.Visible);
AddRepeatStep("send barrage", sendBarrage, 10);
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}
protected override void Update()
{
base.Update();
progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
{
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var p = progressingNotifications.Find(n => n.State == ProgressNotificationState.Queued);
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if (p != null)
p.State = ProgressNotificationState.Active;
}
foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
{
if (n.Progress < 1)
n.Progress += (float)(Time.Elapsed / 400) * RNG.NextSingle();
else
n.State = ProgressNotificationState.Completed;
}
}
private void checkDisplayedCount(int expected) =>
AddAssert($"Displayed count is {expected}", () => notificationOverlay.UnreadCount.Value == expected);
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private void sendDownloadProgress()
{
var n = new ProgressNotification
{
Text = @"Downloading Haitai...",
CompletionText = "Downloaded Haitai!",
};
notificationOverlay.Post(n);
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progressingNotifications.Add(n);
}
private void sendUploadProgress()
{
var n = new ProgressNotification
{
Text = @"Uploading to BSS...",
CompletionText = "Uploaded to BSS!",
};
notificationOverlay.Post(n);
progressingNotifications.Add(n);
}
private void sendBackgroundUploadProgress()
{
var n = new BackgroundProgressNotification
{
Text = @"Uploading to BSS...",
CompletionText = "Uploaded to BSS!",
};
notificationOverlay.Post(n);
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progressingNotifications.Add(n);
}
private void setState(Visibility state) => AddStep(state.ToString(), () => notificationOverlay.State.Value = state);
private void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected);
private void waitForCompletion() => AddUntilStep("wait for notification progress completion", () => progressingNotifications.Count == 0);
private void sendBarrage()
{
switch (RNG.Next(0, 4))
{
case 0:
sendHelloNotification();
break;
case 1:
sendAmazingNotification();
break;
case 2:
sendUploadProgress();
break;
case 3:
sendDownloadProgress();
break;
}
}
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private void sendAmazingNotification()
{
notificationOverlay.Post(new SimpleNotification { Text = @"You are amazing" });
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}
private void sendHelloNotification()
{
notificationOverlay.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
}
private void sendBackgroundNotification()
{
notificationOverlay.Post(new BackgroundNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
private void sendManyNotifications()
{
for (int i = 0; i < 10; i++)
notificationOverlay.Post(new SimpleNotification { Text = @"Spam incoming!!" });
}
private class BackgroundNotification : SimpleNotification
{
public override bool IsImportant => false;
}
private class BackgroundProgressNotification : ProgressNotification
{
public override bool IsImportant => false;
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}
}
}