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mirror of https://github.com/ppy/osu.git synced 2025-02-21 04:03:22 +08:00

Add tests to make sure the background is always the same through screen transitions

This commit is contained in:
David Zhao 2019-02-22 14:43:05 +09:00
parent 94bc552282
commit 65cdac60c3
2 changed files with 35 additions and 2 deletions

View File

@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Threading; using System.Threading;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
@ -26,6 +28,13 @@ namespace osu.Game.Tests.Visual
[TestFixture] [TestFixture]
public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
{ {
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(ScreenWithBeatmapBackground),
typeof(PlayerLoader),
typeof(Player)
};
private DummySongSelect songSelect; private DummySongSelect songSelect;
private DimAccessiblePlayerLoader playerLoader; private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player; private DimAccessiblePlayer player;
@ -36,11 +45,13 @@ namespace osu.Game.Tests.Visual
public TestCaseBackgroundScreenBeatmap() public TestCaseBackgroundScreenBeatmap()
{ {
ScreenStack screen; ScreenStack screen;
InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both}); InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both }); InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
AddStep("Load Song Select", () => AddStep("Load Song Select", () =>
{ {
songSelect?.MakeCurrent();
songSelect?.Exit(); songSelect?.Exit();
LoadComponentAsync(new DummySongSelect(), p => LoadComponentAsync(new DummySongSelect(), p =>
@ -73,6 +84,8 @@ namespace osu.Game.Tests.Visual
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer()))); AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load"); AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
AddStep("Update bindables", () => playerLoader.UpdateBindables()); AddStep("Update bindables", () => playerLoader.UpdateBindables());
AddStep("Trigger background preview", () => AddStep("Trigger background preview", () =>
{ {
@ -93,6 +106,7 @@ namespace osu.Game.Tests.Visual
// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader. // The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
// We need to check that in this scenario, the dim is still properly applied after entering player. // We need to check that in this scenario, the dim is still properly applied after entering player.
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load"); AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
AddStep("Trigger background preview when loaded", () => AddStep("Trigger background preview when loaded", () =>
{ {
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos); InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
@ -142,7 +156,11 @@ namespace osu.Game.Tests.Visual
[Test] [Test]
public void PauseTest() public void PauseTest()
{ {
AddStep("Transition to Pause", () => player.Exit()); AddStep("Transition to Pause", () =>
{
if (!player.IsPaused)
player.Exit();
});
AddWaitStep(5, "Wait for dim"); AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed()); AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
} }
@ -156,6 +174,7 @@ namespace osu.Game.Tests.Visual
AddStep("Transition to Results", () => player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }}))); AddStep("Transition to Results", () => player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
AddWaitStep(5, "Wait for dim"); AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed()); AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
} }
/// <summary> /// <summary>
@ -196,6 +215,15 @@ namespace osu.Game.Tests.Visual
{ {
return ((FadeAccessibleBackground)Background).AssertVisible(); return ((FadeAccessibleBackground)Background).AssertVisible();
} }
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
/// <returns>Whether or not the original background is still the current background</returns>
public bool AssertBackgroundCurrent()
{
return ((FadeAccessibleBackground)Background).IsCurrentScreen();
}
} }
private class FadeAccesibleResults : SoloResults private class FadeAccesibleResults : SoloResults
@ -216,6 +244,8 @@ namespace osu.Game.Tests.Visual
public Bindable<bool> StoryboardEnabled; public Bindable<bool> StoryboardEnabled;
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>(); public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public bool IsPaused => RulesetContainer.IsPaused;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuConfigManager config) private void load(OsuConfigManager config)
{ {
@ -233,6 +263,9 @@ namespace osu.Game.Tests.Visual
public VisualSettings VisualSettingsPos => VisualSettings; public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background; public BackgroundScreen ScreenPos => Background;
[Resolved]
private BackgroundScreenStack stack { get; set; }
public void UpdateBindables() public void UpdateBindables()
{ {
DimEnabled = Background.EnableUserDim; DimEnabled = Background.EnableUserDim;

View File

@ -15,7 +15,7 @@ namespace osu.Game.Screens.Play
{ {
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value); protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
protected new BackgroundScreenBeatmap Background => base.Background as BackgroundScreenBeatmap; protected new BackgroundScreenBeatmap Background => (BackgroundScreenBeatmap)base.Background;
protected const float BACKGROUND_FADE_DURATION = 800; protected const float BACKGROUND_FADE_DURATION = 800;