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Add HUDOverlay tests
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osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs
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81
osu.Game.Tests/Visual/Gameplay/TestSceneHUDOverlay.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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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.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneHUDOverlay : ManualInputManagerTestScene
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{
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private HUDOverlay hudOverlay;
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private Drawable hideTarget => hudOverlay.KeyCounter; // best way of checking hideTargets without exposing.
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[Resolved]
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private OsuConfigManager config { get; set; }
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[Test]
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public void TestShownByDefault()
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{
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createNew();
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AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
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AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
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}
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[Test]
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public void TestFadesInOnLoadComplete()
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{
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float? initialAlpha = null;
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createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
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AddUntilStep("wait for load", () => hudOverlay.IsAlive);
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AddAssert("initial alpha was less than 1", () => initialAlpha != null && initialAlpha < 1);
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}
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[Test]
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public void TestHideExternally()
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{
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createNew();
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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}
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[Test]
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public void TestExternalHideDoesntAffectConfig()
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{
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bool originalConfigValue = false;
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createNew();
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AddStep("get original config value", () => originalConfigValue = config.Get<bool>(OsuSetting.ShowInterface));
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true);
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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}
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private void createNew(Action<HUDOverlay> action = null)
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{
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AddStep("create overlay", () =>
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{
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Child = hudOverlay = new HUDOverlay(null, null, Array.Empty<Mod>());
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action?.Invoke(hudOverlay);
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});
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}
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}
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}
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@ -31,6 +31,7 @@ namespace osu.Game.Screens.Play.HUD
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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if (processor != null)
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processor.NewJudgement += onNewJudgement;
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processor.NewJudgement += onNewJudgement;
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}
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}
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@ -96,6 +97,8 @@ namespace osu.Game.Screens.Play.HUD
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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{
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{
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base.Dispose(isDisposing);
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base.Dispose(isDisposing);
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if (processor != null)
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processor.NewJudgement -= onNewJudgement;
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processor.NewJudgement -= onNewJudgement;
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}
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}
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}
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}
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@ -118,13 +118,18 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader(true)]
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
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{
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{
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if (scoreProcessor != null)
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BindProcessor(scoreProcessor);
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BindProcessor(scoreProcessor);
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if (drawableRuleset != null)
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{
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BindDrawableRuleset(drawableRuleset);
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BindDrawableRuleset(drawableRuleset);
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Progress.Objects = drawableRuleset.Objects;
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Progress.Objects = drawableRuleset.Objects;
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Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
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Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
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Progress.RequestSeek = time => RequestSeek(time);
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Progress.RequestSeek = time => RequestSeek(time);
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Progress.ReferenceClock = drawableRuleset.FrameStableClock;
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Progress.ReferenceClock = drawableRuleset.FrameStableClock;
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}
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ModDisplay.Current.Value = mods;
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ModDisplay.Current.Value = mods;
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@ -279,7 +284,7 @@ namespace osu.Game.Screens.Play
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Margin = new MarginPadding { Top = 20, Right = 10 },
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Margin = new MarginPadding { Top = 20, Right = 10 },
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};
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};
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset.FirstAvailableHitWindows);
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset?.FirstAvailableHitWindows);
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
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