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Merge pull request #9111 from peppy/fix-dim-tests
Fix test failures on TestSceneUserDimBackgrounds
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commit
2b7f86a1ae
@ -68,7 +68,7 @@ namespace osu.Game.Tests.Visual.Background
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/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
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/// </summary>
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[Test]
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public void PlayerLoaderSettingsHoverTest()
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public void TestPlayerLoaderSettingsHover()
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{
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setupUserSettings();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new LoadBlockingTestPlayer { BlockLoad = true })));
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@ -79,11 +79,9 @@ namespace osu.Game.Tests.Visual.Background
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InputManager.MoveMouseTo(playerLoader.ScreenPos);
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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});
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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/// <summary>
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@ -92,20 +90,19 @@ namespace osu.Game.Tests.Visual.Background
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/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
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/// </summary>
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[Test]
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public void PlayerLoaderTransitionTest()
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public void TestPlayerLoaderTransition()
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{
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performFullSetup();
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AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
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/// </summary>
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[Test]
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public void StoryboardBackgroundVisibilityTest()
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public void TestStoryboardBackgroundVisibility()
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{
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performFullSetup();
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createFakeStoryboard();
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@ -114,52 +111,46 @@ namespace osu.Game.Tests.Visual.Background
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player.ReplacesBackground.Value = true;
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player.StoryboardEnabled.Value = true;
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});
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waitForDim();
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AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
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AddUntilStep("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
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AddStep("Disable Storyboard", () =>
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{
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player.ReplacesBackground.Value = false;
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player.StoryboardEnabled.Value = false;
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});
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waitForDim();
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AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
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AddUntilStep("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
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}
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/// <summary>
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/// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background.
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/// </summary>
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[Test]
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public void StoryboardTransitionTest()
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public void TestStoryboardTransition()
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{
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performFullSetup();
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createFakeStoryboard();
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AddStep("Exit to song select", () => player.Exit());
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waitForDim();
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AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
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AddUntilStep("Background is visible", () => songSelect.IsBackgroundVisible());
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}
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/// <summary>
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/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a background.
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/// </summary>
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[Test]
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public void DisableUserDimBackgroundTest()
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public void TestDisableUserDimBackground()
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{
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performFullSetup();
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Enable user dim", () => songSelect.DimEnabled.Value = false);
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddStep("Disable user dim", () => songSelect.DimEnabled.Value = true);
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a storyboard.
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/// </summary>
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[Test]
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public void DisableUserDimStoryboardTest()
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public void TestDisableUserDimStoryboard()
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{
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performFullSetup();
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createFakeStoryboard();
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@ -170,41 +161,36 @@ namespace osu.Game.Tests.Visual.Background
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});
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AddStep("Enable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = true);
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AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f);
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waitForDim();
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AddAssert("Storyboard is invisible", () => !player.IsStoryboardVisible);
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AddUntilStep("Storyboard is invisible", () => !player.IsStoryboardVisible);
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AddStep("Disable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = false);
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waitForDim();
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AddAssert("Storyboard is visible", () => player.IsStoryboardVisible);
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AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
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}
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/// <summary>
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/// Check if the visual settings container retains dim and blur when pausing
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/// </summary>
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[Test]
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public void PauseTest()
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public void TestPause()
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{
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performFullSetup(true);
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AddStep("Pause", () => player.Pause());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Unpause", () => player.Resume());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="ResultsScreen"/>
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/// </summary>
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[Test]
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public void TransitionTest()
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public void TestTransition()
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{
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performFullSetup();
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FadeAccessibleResults results = null;
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AddStep("Transition to Results", () => player.Push(results =
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new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } })));
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AddUntilStep("Wait for results is current", () => results.IsCurrentScreen());
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waitForDim();
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AddAssert("Screen is undimmed, original background retained", () =>
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AddUntilStep("Screen is undimmed, original background retained", () =>
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songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
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}
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@ -212,32 +198,27 @@ namespace osu.Game.Tests.Visual.Background
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/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
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/// </summary>
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[Test]
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public void TransitionOutTest()
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public void TestTransitionOut()
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{
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performFullSetup();
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AddStep("Exit to song select", () => player.Exit());
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
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}
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/// <summary>
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/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
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/// </summary>
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[Test]
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public void ResumeFromPlayerTest()
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public void TestResumeFromPlayer()
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{
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performFullSetup();
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AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
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AddStep("Resume PlayerLoader", () => player.Restart());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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private void waitForDim() => AddWaitStep("Wait for dim", 5);
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private void createFakeStoryboard() => AddStep("Create storyboard", () =>
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{
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player.StoryboardEnabled.Value = false;
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