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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSkipOverlay.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 System.Linq;
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using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
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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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{
[TestFixture]
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public class TestSceneSkipOverlay : ManualInputManagerTestScene
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{
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private SkipOverlay skip;
private int requestCount;
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private double increment;
private GameplayClockContainer gameplayClockContainer;
private GameplayClock gameplayClock;
private const double skip_time = 6000;
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[SetUp]
public void SetUp() => Schedule(() =>
{
requestCount = 0;
increment = skip_time;
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Child = gameplayClockContainer = new GameplayClockContainer(CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo)), Array.Empty<Mod>(), 0)
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
skip = new SkipOverlay(skip_time)
{
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RequestSkip = () =>
{
requestCount++;
gameplayClockContainer.Seek(gameplayClock.CurrentTime + increment);
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}
}
},
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};
gameplayClockContainer.Start();
gameplayClock = gameplayClockContainer.GameplayClock;
});
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[Test]
public void TestFadeOnIdle()
{
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AddStep("move mouse", () => InputManager.MoveMouseTo(Vector2.Zero));
AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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}
[Test]
public void TestClickableAfterFade()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for fade", () => skip.Children.First().Alpha == 0);
AddStep("click", () => InputManager.Click(MouseButton.Left));
checkRequestCount(1);
}
[Test]
public void TestClickOnlyActuatesOnce()
{
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () =>
{
increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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InputManager.Click(MouseButton.Left);
});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddStep("click", () => InputManager.Click(MouseButton.Left));
checkRequestCount(1);
}
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[Test]
public void TestClickOnlyActuatesMultipleTimes()
{
AddStep("set increment lower", () => increment = 3000);
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddStep("click", () => InputManager.Click(MouseButton.Left));
checkRequestCount(2);
}
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[Test]
public void TestDoesntFadeOnMouseDown()
{
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddStep("button down", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep("wait for overlay disappear", () => !skip.IsPresent);
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AddAssert("ensure button didn't disappear", () => skip.Children.First().Alpha > 0);
AddStep("button up", () => InputManager.ReleaseButton(MouseButton.Left));
checkRequestCount(0);
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}
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private void checkRequestCount(int expected) =>
AddAssert($"request count is {expected}", () => requestCount == expected);
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}
}