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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboard.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;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.IO;
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using osu.Game.Overlays;
Implement toggling visibility of pass and fail storyboard layers Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
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using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
Implement toggling visibility of pass and fail storyboard layers Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
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using osu.Game.Tests.Gameplay;
using osu.Game.Tests.Resources;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
public partial class TestSceneStoryboard : OsuTestScene
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{
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private Container<DrawableStoryboard> storyboardContainer = null!;
private DrawableStoryboard? storyboard;
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Implement toggling visibility of pass and fail storyboard layers Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
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[Cached]
private GameplayState testGameplayState = TestGameplayState.Create(new OsuRuleset());
[Test]
public void TestStoryboard()
{
AddStep("Restart", restart);
Implement toggling visibility of pass and fail storyboard layers Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
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AddToggleStep("Toggle passing state", passing => testGameplayState.HealthProcessor.Health.Value = passing ? 1 : 0);
}
[Test]
public void TestStoryboardMissingVideo()
{
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AddStep("Load storyboard with missing video", () => loadStoryboard("storyboard_no_video.osu"));
}
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[Test]
public void TestVideoSize()
{
AddStep("load storyboard with only video", () =>
{
// LegacyStoryboardDecoder doesn't parse WidescreenStoryboard, so it is set manually
loadStoryboard("storyboard_only_video.osu", s => s.BeatmapInfo.WidescreenStoryboard = false);
});
AddAssert("storyboard is correct width", () => Precision.AlmostEquals(storyboard?.Width ?? 0f, 480 * 16 / 9f));
}
[BackgroundDependencyLoader]
private void load()
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{
Clock = new FramedClock();
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AddRange(new Drawable[]
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{
new Container
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
storyboardContainer = new Container<DrawableStoryboard>
{
RelativeSizeAxes = Axes.Both,
},
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},
},
new NowPlayingOverlay
{
Origin = Anchor.TopRight,
Anchor = Anchor.TopRight,
State = { Value = Visibility.Visible },
}
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});
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e) => loadStoryboard(e.NewValue.Storyboard);
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private void restart()
{
var track = Beatmap.Value.Track;
track.Reset();
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loadStoryboard(Beatmap.Value.Storyboard);
track.Start();
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}
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private void loadStoryboard(Storyboard toLoad)
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{
if (storyboard != null)
storyboardContainer.Remove(storyboard, true);
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storyboardContainer.Clock = new FramedClock(Beatmap.Value.Track);
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storyboard = toLoad.CreateDrawable(SelectedMods.Value);
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storyboardContainer.Add(storyboard);
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}
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private void loadStoryboard(string filename, Action<Storyboard>? setUpStoryboard = null)
{
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Storyboard loaded;
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using (var str = TestResources.OpenResource(filename))
using (var bfr = new LineBufferedReader(str))
{
var decoder = new LegacyStoryboardDecoder();
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loaded = decoder.Decode(bfr);
}
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setUpStoryboard?.Invoke(loaded);
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loadStoryboard(loaded);
}
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}
}