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osu-lazer/osu.Game.Tests/Visual/Background/TestSceneUserDimBackgrounds.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.
using System.Linq;
using System.Threading;
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using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
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using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
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using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Resources;
using osu.Game.Users;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Background
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{
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[TestFixture]
public class TestSceneUserDimBackgrounds : OsuManualInputManagerTestScene
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{
private DummySongSelect songSelect;
private TestPlayerLoader playerLoader;
private LoadBlockingTestPlayer player;
private BeatmapManager manager;
private RulesetStore rulesets;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
Dependencies.Cache(new OsuConfigManager(LocalStorage));
manager.Import(TestResources.GetTestBeatmapForImport()).Wait();
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Beatmap.SetDefault();
}
[SetUp]
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public virtual void SetUp() => Schedule(() =>
{
var stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
Child = stack;
stack.Push(songSelect = new DummySongSelect());
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});
/// <summary>
/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
/// </summary>
[Test]
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public void TestPlayerLoaderSettingsHover()
{
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setupUserSettings();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new LoadBlockingTestPlayer { BlockLoad = true })));
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AddUntilStep("Wait for Player Loader to load", () => playerLoader?.IsLoaded ?? false);
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
AddStep("Trigger background preview", () =>
{
InputManager.MoveMouseTo(playerLoader.ScreenPos);
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
}
/// <summary>
/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
/// The OnHover of PlayerLoader will trigger, which could potentially cause visual settings to be unapplied unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
/// </summary>
[Test]
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public void TestPlayerLoaderTransition()
{
performFullSetup();
AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
/// </summary>
[Test]
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public void TestStoryboardBackgroundVisibility()
{
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performFullSetup();
createFakeStoryboard();
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AddStep("Enable Storyboard", () =>
{
player.ReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true;
});
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AddUntilStep("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
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AddStep("Disable Storyboard", () =>
{
player.ReplacesBackground.Value = false;
player.StoryboardEnabled.Value = false;
});
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AddUntilStep("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
}
/// <summary>
/// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background.
/// </summary>
[Test]
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public void TestStoryboardTransition()
{
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performFullSetup();
createFakeStoryboard();
AddStep("Exit to song select", () => player.Exit());
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AddUntilStep("Background is visible", () => songSelect.IsBackgroundVisible());
}
/// <summary>
/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a background.
/// </summary>
[Test]
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public void TestDisableUserDimBackground()
{
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performFullSetup();
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Enable user dim", () => songSelect.DimEnabled.Value = false);
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddStep("Disable user dim", () => songSelect.DimEnabled.Value = true);
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
/// <summary>
/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a storyboard.
/// </summary>
[Test]
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public void TestDisableUserDimStoryboard()
{
performFullSetup();
createFakeStoryboard();
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AddStep("Enable Storyboard", () =>
{
player.ReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true;
});
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AddStep("Enable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = true);
AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f);
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AddUntilStep("Storyboard is invisible", () => !player.IsStoryboardVisible);
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AddStep("Disable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = false);
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AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
}
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/// <summary>
/// Check if the visual settings container retains dim and blur when pausing
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/// </summary>
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[Test]
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public void TestPause()
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{
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performFullSetup(true);
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AddStep("Pause", () => player.Pause());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Unpause", () => player.Resume());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
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/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="ResultsScreen"/>
/// </summary>
[Test]
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public void TestTransition()
{
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performFullSetup();
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FadeAccessibleResults results = null;
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AddStep("Transition to Results", () => player.Push(results = new FadeAccessibleResults(new ScoreInfo
{
User = new User { Username = "osu!" },
Beatmap = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo
})));
AddUntilStep("Wait for results is current", () => results.IsCurrentScreen());
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AddUntilStep("Screen is undimmed, original background retained", () =>
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
}
/// <summary>
/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
/// </summary>
[Test]
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public void TestTransitionOut()
{
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performFullSetup();
AddStep("Exit to song select", () => player.Exit());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
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}
/// <summary>
/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
/// </summary>
[Test]
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public void TestResumeFromPlayer()
{
performFullSetup();
AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
AddStep("Resume PlayerLoader", () => player.Restart());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
private void createFakeStoryboard() => AddStep("Create storyboard", () =>
{
player.StoryboardEnabled.Value = false;
player.ReplacesBackground.Value = false;
player.DimmableStoryboard.Add(new OsuSpriteText
{
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Size = new Vector2(500, 50),
Alpha = 1,
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Colour = Color4.White,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "THIS IS A STORYBOARD",
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Font = new FontUsage(size: 50)
});
});
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private void performFullSetup(bool allowPause = false)
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{
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setupUserSettings();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new LoadBlockingTestPlayer(allowPause))));
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AddUntilStep("Wait for Player Loader to load", () => playerLoader.IsLoaded);
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Wait for player to load", () => player.IsLoaded);
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}
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private void setupUserSettings()
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{
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AddUntilStep("Song select is current", () => songSelect.IsCurrentScreen());
AddUntilStep("Song select has selection", () => songSelect.Carousel?.SelectedBeatmap != null);
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AddStep("Set default user settings", () =>
{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { new OsuModNoFail() }).ToArray();
songSelect.DimLevel.Value = 0.7f;
songSelect.BlurLevel.Value = 0.4f;
});
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
rulesets?.Dispose();
}
private class DummySongSelect : PlaySongSelect
{
protected override BackgroundScreen CreateBackground()
{
FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
DimEnabled.BindTo(background.EnableUserDim);
return background;
}
public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
public readonly Bindable<double> DimLevel = new BindableDouble();
public readonly Bindable<double> BlurLevel = new BindableDouble();
public new BeatmapCarousel Carousel => base.Carousel;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.DimLevel, DimLevel);
config.BindWith(OsuSetting.BlurLevel, BlurLevel);
}
public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1f - ((FadeAccessibleBackground)Background).CurrentDim);
public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
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public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR);
public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen();
}
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private class FadeAccessibleResults : ResultsScreen
{
public FadeAccessibleResults(ScoreInfo score)
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: base(score)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
}
private class LoadBlockingTestPlayer : TestPlayer
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{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
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// Whether or not the player should be allowed to load.
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public bool BlockLoad;
public Bindable<bool> StoryboardEnabled;
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public readonly Bindable<bool> IsPaused = new Bindable<bool>();
public LoadBlockingTestPlayer(bool allowPause = true)
: base(allowPause)
{
}
public bool IsStoryboardVisible => DimmableStoryboard.ContentDisplayed;
[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, CancellationToken token)
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{
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while (BlockLoad && !token.IsCancellationRequested)
Thread.Sleep(1);
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StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
DrawableRuleset.IsPaused.BindTo(IsPaused);
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}
}
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private class TestPlayerLoader : PlayerLoader
{
public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background;
public TestPlayerLoader(Player player)
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: base(() => player)
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{
}
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public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
protected override DimmableBackground CreateFadeContainer() => dimmable = new TestDimmableBackground { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => dimmable.CurrentColour;
public float CurrentAlpha => dimmable.CurrentAlpha;
public float CurrentDim => dimmable.DimLevel;
public Vector2 CurrentBlur => Background.BlurSigma;
private TestDimmableBackground dimmable;
public FadeAccessibleBackground(WorkingBeatmap beatmap)
: base(beatmap)
{
}
}
private class TestDimmableBackground : BackgroundScreenBeatmap.DimmableBackground
{
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public Color4 CurrentColour => Content.Colour;
public float CurrentAlpha => Content.Alpha;
public new float DimLevel => base.DimLevel;
}
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}
}