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Have test cases create a new screen stack each time
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3549369822
commit
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@ -3,11 +3,14 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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@ -34,42 +37,15 @@ namespace osu.Game.Tests.Visual
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typeof(ScreenWithBeatmapBackground),
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typeof(PlayerLoader),
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typeof(Player),
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typeof(UserDimContainer)
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typeof(UserDimContainer),
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typeof(OsuScreen)
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};
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private DummySongSelect songSelect;
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private DimAccessiblePlayerLoader playerLoader;
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private DimAccessiblePlayer player;
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private readonly ScreenStack screen;
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[Cached]
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private BackgroundScreenStack backgroundStack;
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public TestCaseBackgroundScreenBeatmap()
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{
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InputManager.Add(backgroundStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both });
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InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
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AddStep("Create beatmap", () =>
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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{
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new HitCircle
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{
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StartTime = 3000,
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Position = new Vector2(0, 0),
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},
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new HitCircle
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{
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StartTime = 15000,
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Position = new Vector2(0, 0),
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}
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},
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});
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});
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}
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private ScreenStackCacheContainer screenStackContainer;
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/// <summary>
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/// Check if PlayerLoader properly triggers background dim previews when a user hovers over the visual settings panel.
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@ -100,7 +76,7 @@ namespace osu.Game.Tests.Visual
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public void PlayerLoaderTransitionTest()
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{
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createSongSelect();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
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AddStep("Start player loader", () => { songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())); });
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AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
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AddStep("Allow beatmap to load", () =>
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{
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@ -151,13 +127,9 @@ namespace osu.Game.Tests.Visual
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});
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AddUntilStep(() =>
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{
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if (!songSelect.IsCurrentScreen())
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{
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songSelect.MakeCurrent();
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return false;
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}
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return true;
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if (songSelect.IsCurrentScreen()) return true;
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songSelect.MakeCurrent();
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return false;
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}, "Wait for song select is current");
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waitForDim();
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AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
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@ -243,40 +215,57 @@ namespace osu.Game.Tests.Visual
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{
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createSongSelect();
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AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer { Ready = true }));
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AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer
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{
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Ready = true,
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AllowLeadIn = false,
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AllowResults = false,
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}));
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AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
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}
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private void createSongSelect()
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{
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AddStep("Create song select if required", () =>
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AddStep("Create new screen stack", () =>
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{
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if (songSelect == null)
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{
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LoadComponentAsync(new DummySongSelect(), p =>
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{
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songSelect = p;
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screen.Push(p);
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songSelect.UpdateBindables();
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});
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}
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screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
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Child = screenStackContainer;
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});
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AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
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AddUntilStep(() =>
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AddStep("Create song select", () =>
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{
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if (!songSelect.IsCurrentScreen())
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songSelect = new DummySongSelect();
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screenStackContainer.ScreenStack.Push(songSelect);
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});
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AddStep("Create beatmap", () =>
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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songSelect.MakeCurrent();
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return false;
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}
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return true;
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}, "Wait for song select is current");
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HitObjects =
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{
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new HitCircle
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{
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StartTime = 3000,
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Position = new Vector2(0, 0),
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},
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new HitCircle
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{
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StartTime = 15000,
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Position = new Vector2(0, 0),
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}
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},
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});
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});
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}
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private class DummySongSelect : OsuScreen
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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protected override BackgroundScreen CreateBackground()
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{
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FadeAccessibleBackground background = new FadeAccessibleBackground();
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DimEnabled.BindTo(background.EnableUserDim);
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return background;
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}
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public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
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private readonly Bindable<double> dimLevel = new Bindable<double>();
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@ -284,11 +273,7 @@ namespace osu.Game.Tests.Visual
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.DimLevel, dimLevel);
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}
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public void UpdateBindables()
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{
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DimEnabled.BindTo(((FadeAccessibleBackground)Background).EnableUserDim);
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Logger.Log(dimLevel.Value.ToString(CultureInfo.InvariantCulture));
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}
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public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)dimLevel.Value);
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@ -338,6 +323,20 @@ namespace osu.Game.Tests.Visual
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}
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}
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private class ScreenStackCacheContainer : Container
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{
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[Cached]
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private BackgroundScreenStack backgroundScreenStack;
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public readonly ScreenStack ScreenStack;
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public ScreenStackCacheContainer()
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{
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Add(backgroundScreenStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both });
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Add(ScreenStack = new ScreenStack { RelativeSizeAxes = Axes.Both });
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}
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}
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private class DimAccessiblePlayerLoader : PlayerLoader
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{
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public VisualSettings VisualSettingsPos => VisualSettings;
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