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osu-lazer/osu.Game.Tests/Visual/TestCaseBackgroundScreenBeatmap.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 NUnit.Framework;
using osu.Framework.Configuration;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Scoring;
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using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
{
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[TestFixture]
public class TestCaseBackgroundScreenBeatmap : ScreenTestCase
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{
private DummySongSelect songSelect;
protected Player Player;
public TestCaseBackgroundScreenBeatmap()
{
AddStep("Load Song Select", () =>
{
LoadComponentAsync(new DummySongSelect(), p =>
{
songSelect = p;
LoadScreen(p);
});
});
AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
AddStep("Create beatmap", () =>
{
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
{
HitObjects =
{
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new HitCircle
{
StartTime = 3000,
Position = new Vector2(0, 0),
},
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new HitCircle
{
StartTime = 15000,
Position = new Vector2(0, 0),
}
},
});
});
AddStep("Load Player", () =>
{
var p = new DimAccessiblePlayer();
songSelect.Push(Player = p);
});
AddUntilStep(() => Player?.IsLoaded ?? false, "Wait for player to load");
AddStep("Update bindables", () => ((DimAccessiblePlayer)Player).UpdateBindables());
}
/// <summary>
/// Check if the fade container is properly being reset when screen dim is disabled.
/// </summary>
[Test]
public void DisableUserDimTest()
{
AddStep("Test User Undimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = false);
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
}
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/// <summary>
/// Check if the fade container is properly being faded when screen dim is enabled.
/// </summary>
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[Test]
public void EnableUserDimTest()
{
AddStep("Test User Dimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = true);
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AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
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}
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/// <summary>
/// Check if the fade container retains dim when pausing
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/// </summary>
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[Test]
public void PauseTest()
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{
AddStep("Transition to Pause", () => ((DimAccessiblePlayer)Player).Exit());
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AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
}
/// <summary>
/// Check if the fade container removes user dim when suspending player for results
/// </summary>
[Test]
public void TransitionTest()
{
AddStep("Transition to Results", () => Player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
}
/// <summary>
/// Check if background gets undimmed when leaving the player for the previous screen
/// </summary>
[Test]
public void TransitionOutTest()
{
AddStep("Exit player", () =>
{
Player.MakeCurrent();
Player.Exit();
});
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
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}
private class DummySongSelect : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
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private class FadeAccesibleResults : SoloResults
{
public FadeAccesibleResults(ScoreInfo score) : base(score)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
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private class DimAccessiblePlayer : Player
{
public Bindable<bool> DimEnabled;
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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public void UpdateBindables()
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{
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DimEnabled = Background.EnableUserDim;
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}
public bool AssertDimmed()
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{
return ((FadeAccessibleBackground)Background).AssertDimmed();
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}
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public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
}
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
public bool AssertDimmed()
{
return FadeContainer.Colour == OsuColour.Gray(1 - (float)DimLevel);
}
public bool AssertUndimmed()
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{
return FadeContainer.Colour == Color4.White;
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}
}
}
}