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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 System.Threading ;
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using NUnit.Framework ;
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using osu.Framework.Allocation ;
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using osu.Framework.Audio ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Sprites ;
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using osu.Framework.Input.Events ;
using osu.Framework.Input.States ;
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using osu.Framework.Platform ;
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using osu.Framework.Screens ;
using osu.Game.Beatmaps ;
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using osu.Game.Configuration ;
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using osu.Game.Graphics ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Graphics.Sprites ;
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using osu.Game.Rulesets ;
using osu.Game.Rulesets.Osu.Mods ;
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using osu.Game.Scoring ;
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using osu.Game.Screens ;
using osu.Game.Screens.Backgrounds ;
using osu.Game.Screens.Play ;
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using osu.Game.Screens.Play.PlayerSettings ;
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using osu.Game.Screens.Ranking ;
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using osu.Game.Screens.Select ;
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using osu.Game.Tests.Beatmaps ;
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using osu.Game.Tests.Resources ;
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using osu.Game.Users ;
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using osuTK ;
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using osuTK.Graphics ;
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namespace osu.Game.Tests.Visual.Background
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{
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[TestFixture]
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public class TestSceneUserDimBackgrounds : OsuManualInputManagerTestScene
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{
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private DummySongSelect songSelect ;
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private TestPlayerLoader playerLoader ;
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private LoadBlockingTestPlayer player ;
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private BeatmapManager manager ;
private RulesetStore rulesets ;
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[BackgroundDependencyLoader]
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private void load ( GameHost host , AudioManager audio )
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{
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Dependencies . Cache ( rulesets = new RulesetStore ( ContextFactory ) ) ;
Dependencies . Cache ( manager = new BeatmapManager ( LocalStorage , ContextFactory , rulesets , null , audio , host , Beatmap . Default ) ) ;
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Dependencies . Cache ( new OsuConfigManager ( LocalStorage ) ) ;
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manager . Import ( TestResources . GetQuickTestBeatmapForImport ( ) ) . Wait ( ) ;
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Beatmap . SetDefault ( ) ;
}
[SetUp]
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public virtual void SetUp ( ) = > Schedule ( ( ) = >
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{
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var stack = new OsuScreenStack { RelativeSizeAxes = Axes . Both } ;
Child = stack ;
stack . Push ( songSelect = new DummySongSelect ( ) ) ;
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} ) ;
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/// <summary>
/// User settings should always be ignored on song select screen.
/// </summary>
[Test]
public void TestUserSettingsIgnoredOnSongSelect ( )
{
setupUserSettings ( ) ;
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AddUntilStep ( "Screen is undimmed" , ( ) = > songSelect . IsBackgroundUndimmed ( ) ) ;
AddUntilStep ( "Screen using background blur" , ( ) = > songSelect . IsBackgroundBlur ( ) ) ;
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performFullSetup ( ) ;
AddStep ( "Exit to song select" , ( ) = > player . Exit ( ) ) ;
AddUntilStep ( "Screen is undimmed" , ( ) = > songSelect . IsBackgroundUndimmed ( ) ) ;
AddUntilStep ( "Screen using background blur" , ( ) = > songSelect . IsBackgroundBlur ( ) ) ;
}
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/// <summary>
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/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
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/// </summary>
[Test]
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public void TestPlayerLoaderSettingsHover ( )
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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 { BlockLoad = true } ) ) ) ;
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AddUntilStep ( "Wait for Player Loader to load" , ( ) = > playerLoader ? . IsLoaded ? ? false ) ;
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AddAssert ( "Background retained from song select" , ( ) = > songSelect . IsBackgroundCurrent ( ) ) ;
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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 ( ) ) ;
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AddStep ( "Stop background preview" , ( ) = > InputManager . MoveMouseTo ( playerLoader . ScreenPos ) ) ;
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AddUntilStep ( "Screen is undimmed and user blur removed" , ( ) = > songSelect . IsBackgroundUndimmed ( ) & & songSelect . CheckBackgroundBlur ( playerLoader . ExpectedBackgroundBlur ) ) ;
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}
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/// <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:
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/// 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.
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/// </summary>
[Test]
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public void TestPlayerLoaderTransition ( )
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{
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performFullSetup ( ) ;
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AddStep ( "Trigger hover event" , ( ) = > playerLoader . TriggerOnHover ( ) ) ;
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AddAssert ( "Background retained from song select" , ( ) = > songSelect . IsBackgroundCurrent ( ) ) ;
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AddUntilStep ( "Screen is dimmed and blur applied" , ( ) = > songSelect . IsBackgroundDimmed ( ) & & songSelect . IsUserBlurApplied ( ) ) ;
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}
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/// <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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{
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performFullSetup ( ) ;
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AddAssert ( "Background retained from song select" , ( ) = > songSelect . IsBackgroundCurrent ( ) ) ;
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createFakeStoryboard ( ) ;
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AddStep ( "Enable Storyboard" , ( ) = >
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{
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" , ( ) = >
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{
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player . ReplacesBackground . Value = false ;
player . StoryboardEnabled . Value = false ;
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} ) ;
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AddUntilStep ( "Background is visible, storyboard is invisible" , ( ) = > songSelect . IsBackgroundVisible ( ) & & ! player . IsStoryboardVisible ) ;
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}
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/// <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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{
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performFullSetup ( ) ;
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createFakeStoryboard ( ) ;
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AddStep ( "Exit to song select" , ( ) = > player . Exit ( ) ) ;
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AddUntilStep ( "Background is visible" , ( ) = > songSelect . IsBackgroundVisible ( ) ) ;
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}
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/// <summary>
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/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a background.
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/// </summary>
[Test]
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public void TestDisableUserDimBackground ( )
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{
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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 ( "Disable user dim" , ( ) = > songSelect . IgnoreUserSettings . Value = true ) ;
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AddUntilStep ( "Screen is undimmed and user blur removed" , ( ) = > songSelect . IsBackgroundUndimmed ( ) & & songSelect . IsUserBlurDisabled ( ) ) ;
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AddStep ( "Enable user dim" , ( ) = > songSelect . IgnoreUserSettings . Value = false ) ;
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AddUntilStep ( "Screen is dimmed and blur applied" , ( ) = > songSelect . IsBackgroundDimmed ( ) & & songSelect . IsUserBlurApplied ( ) ) ;
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}
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/// <summary>
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/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a storyboard.
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/// </summary>
[Test]
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public void TestDisableUserDimStoryboard ( )
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{
performFullSetup ( ) ;
createFakeStoryboard ( ) ;
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AddStep ( "Enable Storyboard" , ( ) = >
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{
player . ReplacesBackground . Value = true ;
player . StoryboardEnabled . Value = true ;
} ) ;
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AddStep ( "Enable user dim" , ( ) = > player . DimmableStoryboard . IgnoreUserSettings . Value = false ) ;
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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 . IgnoreUserSettings . Value = true ) ;
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AddUntilStep ( "Storyboard is visible" , ( ) = > player . IsStoryboardVisible ) ;
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}
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[Test]
public void TestStoryboardIgnoreUserSettings ( )
{
performFullSetup ( ) ;
createFakeStoryboard ( ) ;
AddStep ( "Enable replacing background" , ( ) = > player . ReplacesBackground . Value = true ) ;
AddUntilStep ( "Storyboard is invisible" , ( ) = > ! player . IsStoryboardVisible ) ;
AddUntilStep ( "Background is visible" , ( ) = > songSelect . IsBackgroundVisible ( ) ) ;
AddStep ( "Ignore user settings" , ( ) = >
{
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player . ApplyToBackground ( b = > b . IgnoreUserSettings . Value = true ) ;
player . DimmableStoryboard . IgnoreUserSettings . Value = true ;
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} ) ;
AddUntilStep ( "Storyboard is visible" , ( ) = > player . IsStoryboardVisible ) ;
AddUntilStep ( "Background is invisible" , ( ) = > songSelect . IsBackgroundInvisible ( ) ) ;
AddStep ( "Disable background replacement" , ( ) = > player . ReplacesBackground . Value = false ) ;
AddUntilStep ( "Storyboard is visible" , ( ) = > player . IsStoryboardVisible ) ;
AddUntilStep ( "Background is visible" , ( ) = > songSelect . IsBackgroundVisible ( ) ) ;
}
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/// <summary>
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/// 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 ( ) ) ;
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}
/// <summary>
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/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="ResultsScreen"/>
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/// </summary>
[Test]
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public void TestTransition ( )
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{
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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!" } ,
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Beatmap = new TestBeatmap ( Ruleset . Value ) . BeatmapInfo ,
Ruleset = Ruleset . Value ,
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} ) ) ) ;
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AddUntilStep ( "Wait for results is current" , ( ) = > results . IsCurrentScreen ( ) ) ;
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AddUntilStep ( "Screen is undimmed, original background retained" , ( ) = >
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songSelect . IsBackgroundUndimmed ( ) & & songSelect . IsBackgroundCurrent ( ) & & songSelect . CheckBackgroundBlur ( results . ExpectedBackgroundBlur ) ) ;
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}
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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 ( )
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{
performFullSetup ( ) ;
AddStep ( "Move mouse to Visual Settings" , ( ) = > InputManager . MoveMouseTo ( playerLoader . VisualSettingsPos ) ) ;
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AddStep ( "Resume PlayerLoader" , ( ) = > player . Restart ( ) ) ;
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AddUntilStep ( "Screen is dimmed and blur applied" , ( ) = > songSelect . IsBackgroundDimmed ( ) & & songSelect . IsUserBlurApplied ( ) ) ;
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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 ( ) & & songSelect . CheckBackgroundBlur ( playerLoader . ExpectedBackgroundBlur ) ) ;
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}
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private void createFakeStoryboard ( ) = > AddStep ( "Create storyboard" , ( ) = >
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{
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player . StoryboardEnabled . Value = false ;
player . ReplacesBackground . Value = false ;
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player . DimmableStoryboard . Add ( new OsuSpriteText
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{
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Size = new Vector2 ( 500 , 50 ) ,
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Alpha = 1 ,
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Colour = Color4 . White ,
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Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
Text = "THIS IS A STORYBOARD" ,
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Font = new FontUsage ( size : 50 )
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} ) ;
} ) ;
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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 ) ;
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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 ( ) ) ;
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AddUntilStep ( "Song select has selection" , ( ) = > songSelect . Carousel ? . SelectedBeatmap ! = null ) ;
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AddStep ( "Set default user settings" , ( ) = >
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{
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SelectedMods . Value = SelectedMods . Value . Concat ( new [ ] { new OsuModNoFail ( ) } ) . ToArray ( ) ;
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songSelect . DimLevel . Value = 0.7f ;
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songSelect . BlurLevel . Value = 0.4f ;
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} ) ;
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}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
rulesets ? . Dispose ( ) ;
}
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private class DummySongSelect : PlaySongSelect
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{
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private FadeAccessibleBackground background ;
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protected override BackgroundScreen CreateBackground ( )
{
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background = new FadeAccessibleBackground ( Beatmap . Value ) ;
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IgnoreUserSettings . BindTo ( background . IgnoreUserSettings ) ;
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return background ;
}
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public readonly Bindable < bool > IgnoreUserSettings = new Bindable < bool > ( ) ;
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public readonly Bindable < double > DimLevel = new BindableDouble ( ) ;
public readonly Bindable < double > BlurLevel = new BindableDouble ( ) ;
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public new BeatmapCarousel Carousel = > base . Carousel ;
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[BackgroundDependencyLoader]
private void load ( OsuConfigManager config )
{
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config . BindWith ( OsuSetting . DimLevel , DimLevel ) ;
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config . BindWith ( OsuSetting . BlurLevel , BlurLevel ) ;
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}
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public bool IsBackgroundDimmed ( ) = > background . CurrentColour = = OsuColour . Gray ( 1f - background . CurrentDim ) ;
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public bool IsBackgroundUndimmed ( ) = > background . CurrentColour = = Color4 . White ;
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public bool IsUserBlurApplied ( ) = > background . CurrentBlur = = new Vector2 ( ( float ) BlurLevel . Value * BackgroundScreenBeatmap . USER_BLUR_FACTOR ) ;
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public bool IsUserBlurDisabled ( ) = > background . CurrentBlur = = new Vector2 ( 0 ) ;
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public bool IsBackgroundInvisible ( ) = > background . CurrentAlpha = = 0 ;
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public bool IsBackgroundVisible ( ) = > background . CurrentAlpha = = 1 ;
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public bool IsBackgroundBlur ( ) = > background . CurrentBlur = = new Vector2 ( BACKGROUND_BLUR ) ;
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public bool CheckBackgroundBlur ( Vector2 expected ) = > background . CurrentBlur = = expected ;
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/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
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/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
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public bool IsBackgroundCurrent ( ) = > background ? . IsCurrentScreen ( ) = = true ;
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}
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private class FadeAccessibleResults : ResultsScreen
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{
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public FadeAccessibleResults ( ScoreInfo score )
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: base ( score , true )
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{
}
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protected override BackgroundScreen CreateBackground ( ) = > new FadeAccessibleBackground ( Beatmap . Value ) ;
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public Vector2 ExpectedBackgroundBlur = > new Vector2 ( BACKGROUND_BLUR ) ;
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}
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private class LoadBlockingTestPlayer : TestPlayer
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{
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protected override BackgroundScreen CreateBackground ( ) = >
new FadeAccessibleBackground ( Beatmap . Value ) ;
public override void OnEntering ( IScreen last )
{
base . OnEntering ( last ) ;
ApplyToBackground ( b = > ReplacesBackground . BindTo ( b . StoryboardReplacesBackground ) ) ;
}
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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 ;
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public Bindable < bool > StoryboardEnabled ;
public readonly Bindable < bool > ReplacesBackground = new Bindable < bool > ( ) ;
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public readonly Bindable < bool > IsPaused = new Bindable < bool > ( ) ;
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public LoadBlockingTestPlayer ( bool allowPause = true )
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: base ( allowPause )
{
}
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public bool IsStoryboardVisible = > DimmableStoryboard . ContentDisplayed ;
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[BackgroundDependencyLoader]
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private void load ( OsuConfigManager config , CancellationToken token )
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{
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while ( BlockLoad & & ! token . IsCancellationRequested )
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Thread . Sleep ( 1 ) ;
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StoryboardEnabled = config . GetBindable < bool > ( OsuSetting . ShowStoryboard ) ;
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DrawableRuleset . IsPaused . BindTo ( IsPaused ) ;
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}
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}
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private class TestPlayerLoader : PlayerLoader
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{
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private FadeAccessibleBackground background ;
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public VisualSettings VisualSettingsPos = > VisualSettings ;
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public BackgroundScreen ScreenPos = > background ;
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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 ( ) ) ) ;
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public Vector2 ExpectedBackgroundBlur = > new Vector2 ( BACKGROUND_BLUR ) ;
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protected override BackgroundScreen CreateBackground ( ) = > background = new FadeAccessibleBackground ( Beatmap . Value ) ;
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}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
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protected override DimmableBackground CreateFadeContainer ( ) = > dimmable = new TestDimmableBackground { RelativeSizeAxes = Axes . Both } ;
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public Color4 CurrentColour = > dimmable . CurrentColour ;
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public float CurrentAlpha = > dimmable . CurrentAlpha ;
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public float CurrentDim = > dimmable . DimLevel ;
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public Vector2 CurrentBlur = > Background . BlurSigma ;
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private TestDimmableBackground dimmable ;
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public FadeAccessibleBackground ( WorkingBeatmap beatmap )
: base ( beatmap )
{
}
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}
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private class TestDimmableBackground : BackgroundScreenBeatmap . DimmableBackground
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{
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public Color4 CurrentColour = > Content . Colour ;
public float CurrentAlpha = > Content . Alpha ;
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public new float DimLevel = > base . DimLevel ;
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}
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}
}