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osu-lazer/osu.Game.Tests/Visual/Navigation/TestScenePerformFromScreen.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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#nullable disable
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;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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;
using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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namespace osu.Game.Tests.Visual.Navigation
{
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public partial class TestScenePerformFromScreen : OsuGameTestScene
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{
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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()
{
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);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect);
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}
[Test]
public void TestPerformAtMenuFromSongSelect()
{
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()
{
importAndWaitForSongSelect();
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()
{
importAndWaitForSongSelect();
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 TestPerformEnsuresScreenIsLoaded()
{
TestLoadBlockingScreen screen = null;
AddStep("push blocking screen", () => Game.ScreenStack.Push(screen = new TestLoadBlockingScreen()));
AddStep("perform", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestLoadBlockingScreen) }));
AddAssert("action not performed", () => !actionPerformed);
AddStep("allow load", () => screen.LoadEvent.Set());
AddUntilStep("action performed", () => actionPerformed);
}
[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);
waitForDialogOverlayLoad();
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if (confirmed)
{
AddStep("accept dialog", () => InputManager.Key(Key.Number1));
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);
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);
}
}
[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);
waitForDialogOverlayLoad();
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);
}
}
private void waitForDialogOverlayLoad() => AddUntilStep("wait for dialog overlay loaded", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
private void importAndWaitForSongSelect()
{
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
PushAndConfirm(() => new TestPlaySongSelect());
AddUntilStep("beatmap updated", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID == 241526);
}
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public partial class DialogBlockingScreen : OsuScreen
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{
[Resolved]
private IDialogOverlay dialogOverlay { get; set; }
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private int dialogDisplayCount;
public int ExitAttempts { get; private set; }
public override bool OnExiting(ScreenExitEvent e)
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{
ExitAttempts++;
if (dialogDisplayCount++ < 1)
{
dialogOverlay.Push(new ConfirmExitDialog(this.Exit, () => { }));
return true;
}
return base.OnExiting(e);
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}
}
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public partial 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());
}
public override bool OnExiting(ScreenExitEvent e)
{
if (SubScreenStack.CurrentScreen != null)
{
SubScreenStack.CurrentScreen.Exit();
return true;
}
return base.OnExiting(e);
}
}
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public partial class TestLoadBlockingScreen : OsuScreen
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{
public readonly ManualResetEventSlim LoadEvent = new ManualResetEventSlim();
[BackgroundDependencyLoader]
private void load()
{
LoadEvent.Wait(10000);
}
}
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}
}