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Add tests to make sure the background is always the same through screen transitions
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@ -1,6 +1,8 @@
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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 System.Collections.Generic;
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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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@ -26,6 +28,13 @@ namespace osu.Game.Tests.Visual
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[TestFixture]
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public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ScreenWithBeatmapBackground),
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typeof(PlayerLoader),
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typeof(Player)
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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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@ -36,11 +45,13 @@ namespace osu.Game.Tests.Visual
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public TestCaseBackgroundScreenBeatmap()
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{
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ScreenStack screen;
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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("Load Song Select", () =>
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{
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songSelect?.MakeCurrent();
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songSelect?.Exit();
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LoadComponentAsync(new DummySongSelect(), p =>
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@ -73,6 +84,8 @@ namespace osu.Game.Tests.Visual
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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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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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AddStep("Update bindables", () => playerLoader.UpdateBindables());
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AddStep("Trigger background preview", () =>
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{
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@ -93,6 +106,7 @@ namespace osu.Game.Tests.Visual
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// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
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// We need to check that in this scenario, the dim is still properly applied after entering player.
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AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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AddStep("Trigger background preview when loaded", () =>
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{
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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@ -142,7 +156,11 @@ namespace osu.Game.Tests.Visual
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[Test]
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public void PauseTest()
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{
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AddStep("Transition to Pause", () => player.Exit());
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AddStep("Transition to Pause", () =>
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{
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if (!player.IsPaused)
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player.Exit();
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});
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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}
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@ -156,6 +174,7 @@ namespace osu.Game.Tests.Visual
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AddStep("Transition to Results", () => player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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}
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/// <summary>
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@ -196,6 +215,15 @@ namespace osu.Game.Tests.Visual
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{
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return ((FadeAccessibleBackground)Background).AssertVisible();
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}
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/// <summary>
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/// Make sure every time a screen gets pushed, the background doesn't get replaced
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/// </summary>
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/// <returns>Whether or not the original background is still the current background</returns>
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public bool AssertBackgroundCurrent()
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{
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return ((FadeAccessibleBackground)Background).IsCurrentScreen();
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}
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}
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private class FadeAccesibleResults : SoloResults
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@ -216,6 +244,8 @@ namespace osu.Game.Tests.Visual
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public Bindable<bool> StoryboardEnabled;
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public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
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public bool IsPaused => RulesetContainer.IsPaused;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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@ -233,6 +263,9 @@ namespace osu.Game.Tests.Visual
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public VisualSettings VisualSettingsPos => VisualSettings;
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public BackgroundScreen ScreenPos => Background;
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[Resolved]
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private BackgroundScreenStack stack { get; set; }
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public void UpdateBindables()
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{
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DimEnabled = Background.EnableUserDim;
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@ -15,7 +15,7 @@ namespace osu.Game.Screens.Play
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
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protected new BackgroundScreenBeatmap Background => base.Background as BackgroundScreenBeatmap;
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protected new BackgroundScreenBeatmap Background => (BackgroundScreenBeatmap)base.Background;
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protected const float BACKGROUND_FADE_DURATION = 800;
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