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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayMenuOverlay.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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[Description("player pause/fail screens")]
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public partial class TestSceneGameplayMenuOverlay : OsuManualInputManagerTestScene
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{
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private FailOverlay failOverlay = null!;
private PauseOverlay pauseOverlay = null!;
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private GlobalActionContainer globalActionContainer = null!;
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private bool triggeredRetryButton;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
Child = globalActionContainer = new GlobalActionContainer(game);
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}
[SetUp]
public void SetUp() => Schedule(() =>
{
triggeredRetryButton = false;
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globalActionContainer.Children = new Drawable[]
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{
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pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () =>
{
Logger.Log(@"Retry");
triggeredRetryButton = true;
},
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OnQuit = () => Logger.Log(@"Quit"),
},
failOverlay = new FailOverlay
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{
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OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
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}
};
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InputManager.MoveMouseTo(Vector2.Zero);
});
[Test]
public void TestAdjustRetryCount()
{
showOverlay();
int retryCount = 0;
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AddRepeatStep("Add retry", () =>
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{
retryCount++;
pauseOverlay.Retries = failOverlay.Retries = retryCount;
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}, 10);
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}
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// </summary>
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[Test]
public void TestEnterWithoutSelection()
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{
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showOverlay();
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AddStep("Press select", () => press(GlobalAction.Select));
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
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}
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
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[Test]
public void TestKeyUpFromInitial()
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{
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showOverlay();
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AddStep("Up arrow", () => InputManager.Key(Key.Up));
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().State == SelectionState.Selected);
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}
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
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[Test]
public void TestKeyDownFromInitial()
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{
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showOverlay();
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddAssert("First button selected", () => getButton(0).State == SelectionState.Selected);
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}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
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[Test]
public void TestKeyUpWrapping()
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{
AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Up arrow", () => InputManager.Key(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().State == SelectionState.Selected);
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AddStep("Up arrow", () => InputManager.Key(Key.Up));
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AddAssert("First button selected", () => failOverlay.Buttons.First().State == SelectionState.Selected);
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AddStep("Up arrow", () => InputManager.Key(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().State == SelectionState.Selected);
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}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
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[Test]
public void TestKeyDownWrapping()
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{
AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().State == SelectionState.Selected);
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().State == SelectionState.Selected);
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().State == SelectionState.Selected);
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}
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/// <summary>
/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
/// </summary>
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[Test]
public void TestHideResets()
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{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Hover first button", () => InputManager.MoveMouseTo(failOverlay.Buttons.First()));
AddStep("Hide overlay", () => failOverlay.Hide());
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AddAssert("Overlay state is reset", () => failOverlay.Buttons.All(b => b.State == SelectionState.NotSelected));
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}
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/// <summary>
/// Tests that entering menu with cursor initially on button doesn't selects it immediately.
/// This is to allow for stable keyboard navigation.
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/// </summary>
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[Test]
public void TestInitialButtonHover()
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{
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showOverlay();
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AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0)));
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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showOverlay();
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AddAssert("First button not selected", () => getButton(0).State == SelectionState.NotSelected);
AddStep("Move slightly", () => InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(1)));
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AddAssert("First button selected", () => getButton(0).State == SelectionState.Selected);
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}
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/// <summary>
/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
/// </summary>
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[Test]
public void TestMouseSelectionAfterKeySelection()
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{
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showOverlay();
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
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AddAssert("First button not selected", () => getButton(0).State == SelectionState.NotSelected);
AddAssert("Second button selected", () => getButton(1).State == SelectionState.Selected);
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}
/// <summary>
/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
/// </summary>
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[Test]
public void TestKeySelectionAfterMouseSelection()
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{
AddStep("Show overlay", () =>
{
pauseOverlay.Show();
});
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
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AddStep("Up arrow", () => InputManager.Key(Key.Up));
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AddAssert("Second button not selected", () => getButton(1).State == SelectionState.NotSelected);
AddAssert("First button selected", () => getButton(0).State == SelectionState.Selected);
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}
/// <summary>
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
/// </summary>
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[Test]
public void TestMouseDeselectionResets()
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{
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showOverlay();
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddStep("Down arrow", () => InputManager.Key(Key.Down));
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AddAssert("First button selected", () => getButton(0).State == SelectionState.Selected); // Initial state condition
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}
/// <summary>
/// Tests that clicking on a button correctly causes a click event for that button.
/// </summary>
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[Test]
public void TestClickSelection()
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{
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showOverlay();
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AddStep("Click retry button", () => getButton(1).TriggerClick());
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AddAssert("Retry was triggered", () => triggeredRetryButton);
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
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}
/// <summary>
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
/// </summary>
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[Test]
public void TestEnterKeySelection()
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{
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showOverlay();
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AddStep("Select second button", () =>
{
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InputManager.Key(Key.Down);
InputManager.Key(Key.Down);
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});
AddStep("Press enter", () => InputManager.Key(Key.Enter));
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AddAssert("Retry was triggered", () => triggeredRetryButton);
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
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}
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[Test]
public void TestSelectionResetOnVisibilityChange()
{
showOverlay();
AddStep("Select last button", () => InputManager.Key(Key.Up));
hideOverlay();
showOverlay();
AddAssert("No button selected",
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() => pauseOverlay.Buttons.All(button => button.State == SelectionState.NotSelected));
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}
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private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
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private void hideOverlay() => AddStep("Hide overlay", () => pauseOverlay.Hide());
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private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
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private void press(GlobalAction action)
{
globalActionContainer.TriggerPressed(action);
globalActionContainer.TriggerReleased(action);
}
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}
}