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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;
using System.Collections.Generic;
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")]
public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
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private FailOverlay failOverlay;
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private PauseOverlay pauseOverlay;
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private GlobalActionContainer globalActionContainer;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Child = globalActionContainer = new GlobalActionContainer(game);
}
[SetUp]
public void SetUp() => Schedule(() =>
{
globalActionContainer.Children = new Drawable[]
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{
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pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
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();
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var 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", () => press(Key.Up));
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
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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", () => press(Key.Down));
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AddAssert("First button selected", () => getButton(0).Selected.Value);
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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());
AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
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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());
AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
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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());
AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected.Value));
}
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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).Selected.Value);
AddStep("Move slightly", () => InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(1)));
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AddAssert("First button selected", () => getButton(0).Selected.Value);
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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", () => press(Key.Down));
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AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddAssert("First button not selected", () => !getButton(0).Selected.Value);
AddAssert("Second button selected", () => getButton(1).Selected.Value);
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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)));
AddStep("Up arrow", () => press(Key.Up));
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AddAssert("Second button not selected", () => !getButton(1).Selected.Value);
AddAssert("First button selected", () => getButton(0).Selected.Value);
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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));
AddStep("Down arrow", () => press(Key.Down));
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AddAssert("First button selected", () => getButton(0).Selected.Value); // 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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bool triggered = false;
AddStep("Click retry button", () =>
{
var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true;
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getButton(1).Click();
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pauseOverlay.OnRetry = lastAction;
});
AddAssert("Action was triggered", () => triggered);
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", () =>
{
press(Key.Down);
press(Key.Down);
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});
bool triggered = false;
Action lastAction = null;
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AddStep("Press enter", () =>
{
lastAction = pauseOverlay.OnRetry;
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pauseOverlay.OnRetry = () => triggered = true;
press(Key.Enter);
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});
AddAssert("Action was triggered", () =>
{
if (lastAction != null)
{
pauseOverlay.OnRetry = lastAction;
lastAction = null;
}
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return triggered;
});
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
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}
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private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
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private void press(Key key)
{
InputManager.PressKey(key);
InputManager.ReleaseKey(key);
}
private void press(GlobalAction action)
{
globalActionContainer.TriggerPressed(action);
globalActionContainer.TriggerReleased(action);
}
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}
}