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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.Extensions ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
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using osu.Framework.Screens ;
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using osu.Framework.Testing ;
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using osu.Game.Overlays ;
using osu.Game.Screens ;
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using osu.Game.Screens.Menu ;
using osu.Game.Screens.Play ;
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using osu.Game.Tests.Beatmaps.IO ;
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using osuTK.Input ;
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using static osu . Game . Tests . Visual . Navigation . TestSceneScreenNavigation ;
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namespace osu.Game.Tests.Visual.Navigation
{
public class TestScenePerformFromScreen : OsuGameTestScene
{
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private bool actionPerformed ;
public override void SetUpSteps ( )
{
AddStep ( "reset status" , ( ) = > actionPerformed = false ) ;
base . SetUpSteps ( ) ;
}
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[Test]
public void TestPerformAtMenu ( )
{
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AddStep ( "perform immediately" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
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}
[Test]
public void TestPerformAtSongSelect ( )
{
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PushAndConfirm ( ( ) = > new TestPlaySongSelect ( ) ) ;
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AddStep ( "perform immediately" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true , new [ ] { typeof ( TestPlaySongSelect ) } ) ) ;
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AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
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AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen is TestPlaySongSelect ) ;
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}
[Test]
public void TestPerformAtMenuFromSongSelect ( )
{
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PushAndConfirm ( ( ) = > new TestPlaySongSelect ( ) ) ;
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AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddUntilStep ( "returned to menu" , ( ) = > Game . ScreenStack . CurrentScreen is MainMenu ) ;
AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
}
[Test]
public void TestPerformAtSongSelectFromPlayerLoader ( )
{
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importAndWaitForSongSelect ( ) ;
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AddStep ( "Press enter" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "Wait for new screen" , ( ) = > Game . ScreenStack . CurrentScreen is PlayerLoader ) ;
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AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true , new [ ] { typeof ( TestPlaySongSelect ) } ) ) ;
AddUntilStep ( "returned to song select" , ( ) = > Game . ScreenStack . CurrentScreen is TestPlaySongSelect ) ;
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AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
}
[Test]
public void TestPerformAtMenuFromPlayerLoader ( )
{
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importAndWaitForSongSelect ( ) ;
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AddStep ( "Press enter" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "Wait for new screen" , ( ) = > Game . ScreenStack . CurrentScreen is PlayerLoader ) ;
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AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddUntilStep ( "returned to song select" , ( ) = > Game . ScreenStack . CurrentScreen is MainMenu ) ;
AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
}
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[Test]
public void TestOverlaysAlwaysClosed ( )
{
ChatOverlay chat = null ;
AddUntilStep ( "is at menu" , ( ) = > Game . ScreenStack . CurrentScreen is MainMenu ) ;
AddUntilStep ( "wait for chat load" , ( ) = > ( chat = Game . ChildrenOfType < ChatOverlay > ( ) . SingleOrDefault ( ) ) ! = null ) ;
AddStep ( "show chat" , ( ) = > InputManager . Key ( Key . F8 ) ) ;
AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddUntilStep ( "still at menu" , ( ) = > Game . ScreenStack . CurrentScreen is MainMenu ) ;
AddAssert ( "did perform" , ( ) = > actionPerformed ) ;
AddAssert ( "chat closed" , ( ) = > chat . State . Value = = Visibility . Hidden ) ;
}
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[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialog ( bool confirmed )
{
DialogBlockingScreen blocker = null ;
PushAndConfirm ( ( ) = > blocker = new DialogBlockingScreen ( ) ) ;
AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddWaitStep ( "wait a bit" , 10 ) ;
AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen is DialogBlockingScreen ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
AddAssert ( "only one exit attempt" , ( ) = > blocker . ExitAttempts = = 1 ) ;
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waitForDialogOverlayLoad ( ) ;
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if ( confirmed )
{
AddStep ( "accept dialog" , ( ) = > InputManager . Key ( Key . Number1 ) ) ;
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AddUntilStep ( "wait for dialog dismissed" , ( ) = > Game . Dependencies . Get < IDialogOverlay > ( ) . CurrentDialog = = null ) ;
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AddUntilStep ( "did perform" , ( ) = > actionPerformed ) ;
}
else
{
AddStep ( "cancel dialog" , ( ) = > InputManager . Key ( Key . Number2 ) ) ;
AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen is DialogBlockingScreen ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
}
}
[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialogNested ( bool confirmSecond )
{
DialogBlockingScreen blocker = null ;
DialogBlockingScreen blocker2 = null ;
PushAndConfirm ( ( ) = > blocker = new DialogBlockingScreen ( ) ) ;
PushAndConfirm ( ( ) = > blocker2 = new DialogBlockingScreen ( ) ) ;
AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddUntilStep ( "wait for dialog" , ( ) = > blocker2 . ExitAttempts = = 1 ) ;
AddWaitStep ( "wait a bit" , 10 ) ;
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waitForDialogOverlayLoad ( ) ;
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AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen = = blocker2 ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
AddAssert ( "only one exit attempt" , ( ) = > blocker2 . ExitAttempts = = 1 ) ;
AddStep ( "accept dialog" , ( ) = > InputManager . Key ( Key . Number1 ) ) ;
AddUntilStep ( "screen changed" , ( ) = > Game . ScreenStack . CurrentScreen = = blocker ) ;
AddUntilStep ( "wait for second dialog" , ( ) = > blocker . ExitAttempts = = 1 ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
AddAssert ( "only one exit attempt" , ( ) = > blocker . ExitAttempts = = 1 ) ;
if ( confirmSecond )
{
AddStep ( "accept dialog" , ( ) = > InputManager . Key ( Key . Number1 ) ) ;
AddUntilStep ( "did perform" , ( ) = > actionPerformed ) ;
}
else
{
AddStep ( "cancel dialog" , ( ) = > InputManager . Key ( Key . Number2 ) ) ;
AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen = = blocker ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
}
}
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[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialogSubScreen ( bool confirm )
{
TestScreenWithNestedStack screenWithNestedStack = null ;
PushAndConfirm ( ( ) = > screenWithNestedStack = new TestScreenWithNestedStack ( ) ) ;
AddAssert ( "wait for nested screen" , ( ) = > screenWithNestedStack . SubScreenStack . CurrentScreen = = screenWithNestedStack . Blocker ) ;
AddStep ( "try to perform" , ( ) = > Game . PerformFromScreen ( _ = > actionPerformed = true ) ) ;
AddUntilStep ( "wait for dialog" , ( ) = > screenWithNestedStack . Blocker . ExitAttempts = = 1 ) ;
AddWaitStep ( "wait a bit" , 10 ) ;
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waitForDialogOverlayLoad ( ) ;
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AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen = = screenWithNestedStack ) ;
AddAssert ( "nested screen didn't change" , ( ) = > screenWithNestedStack . SubScreenStack . CurrentScreen = = screenWithNestedStack . Blocker ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
AddAssert ( "only one exit attempt" , ( ) = > screenWithNestedStack . Blocker . ExitAttempts = = 1 ) ;
if ( confirm )
{
AddStep ( "accept dialog" , ( ) = > InputManager . Key ( Key . Number1 ) ) ;
AddAssert ( "nested screen changed" , ( ) = > screenWithNestedStack . SubScreenStack . CurrentScreen ! = screenWithNestedStack . Blocker ) ;
AddUntilStep ( "did perform" , ( ) = > actionPerformed ) ;
}
else
{
AddStep ( "cancel dialog" , ( ) = > InputManager . Key ( Key . Number2 ) ) ;
AddAssert ( "screen didn't change" , ( ) = > Game . ScreenStack . CurrentScreen = = screenWithNestedStack ) ;
AddAssert ( "nested screen didn't change" , ( ) = > screenWithNestedStack . SubScreenStack . CurrentScreen = = screenWithNestedStack . Blocker ) ;
AddAssert ( "did not perform" , ( ) = > ! actionPerformed ) ;
}
}
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private void waitForDialogOverlayLoad ( ) = > AddUntilStep ( "wait for dialog overlay loaded" , ( ) = > ( ( Drawable ) Game . Dependencies . Get < IDialogOverlay > ( ) ) . IsLoaded ) ;
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private void importAndWaitForSongSelect ( )
{
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AddStep ( "import beatmap" , ( ) = > BeatmapImportHelper . LoadQuickOszIntoOsu ( Game ) . WaitSafely ( ) ) ;
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PushAndConfirm ( ( ) = > new TestPlaySongSelect ( ) ) ;
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AddUntilStep ( "beatmap updated" , ( ) = > Game . Beatmap . Value . BeatmapSetInfo . OnlineID = = 241526 ) ;
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}
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public class DialogBlockingScreen : OsuScreen
{
[Resolved]
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private IDialogOverlay dialogOverlay { get ; set ; }
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private int dialogDisplayCount ;
public int ExitAttempts { get ; private set ; }
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public override bool OnExiting ( ScreenExitEvent e )
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{
ExitAttempts + + ;
if ( dialogDisplayCount + + < 1 )
{
dialogOverlay . Push ( new ConfirmExitDialog ( this . Exit , ( ) = > { } ) ) ;
return true ;
}
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return base . OnExiting ( e ) ;
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}
}
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public class TestScreenWithNestedStack : OsuScreen , IHasSubScreenStack
{
public DialogBlockingScreen Blocker { get ; private set ; }
public ScreenStack SubScreenStack { get ; } = new ScreenStack ( ) ;
public TestScreenWithNestedStack ( )
{
AddInternal ( SubScreenStack ) ;
SubScreenStack . Push ( Blocker = new DialogBlockingScreen ( ) ) ;
}
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public override bool OnExiting ( ScreenExitEvent e )
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{
if ( SubScreenStack . CurrentScreen ! = null )
{
SubScreenStack . CurrentScreen . Exit ( ) ;
return true ;
}
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return base . OnExiting ( e ) ;
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}
}
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}
}