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mirror of https://github.com/ppy/osu.git synced 2024-12-14 13:22:55 +08:00

Move navigation / game test scenes to new namespace

This commit is contained in:
Dean Herbert 2020-01-29 14:23:23 +09:00
parent 73f94c0be3
commit 6e8bd35373
2 changed files with 139 additions and 115 deletions

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@ -0,0 +1,122 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osuTK.Graphics;
using IntroSequence = osu.Game.Configuration.IntroSequence;
namespace osu.Game.Tests.Visual.Navigation
{
/// <summary>
/// A scene which tests full game flow.
/// </summary>
public abstract class OsuGameTestScene : ManualInputManagerTestScene
{
private GameHost host;
protected TestOsuGame Game;
[BackgroundDependencyLoader]
private void load(GameHost host)
{
this.host = host;
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
};
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Create new game instance", () =>
{
if (Game != null)
{
Remove(Game);
Game.Dispose();
}
RecycleLocalStorage();
// see MouseSettings
var frameworkConfig = host.Dependencies.Get<FrameworkConfigManager>();
frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity).Disabled = false;
Game = new TestOsuGame(LocalStorage, API);
Game.SetHost(host);
// todo: this can be removed once we can run audio tracks without a device present
// see https://github.com/ppy/osu/issues/1302
Game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
Add(Game);
});
AddUntilStep("Wait for load", () => Game.IsLoaded);
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
ConfirmAtMainMenu();
}
protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
public class TestOsuGame : OsuGame
{
public new ScreenStack ScreenStack => base.ScreenStack;
public new BackButton BackButton => base.BackButton;
public new BeatmapManager BeatmapManager => base.BeatmapManager;
public new SettingsPanel Settings => base.Settings;
public new OsuConfigManager LocalConfig => base.LocalConfig;
public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
public new Bindable<RulesetInfo> Ruleset => base.Ruleset;
protected override Loader CreateLoader() => new TestLoader();
public TestOsuGame(Storage storage, IAPIProvider api)
{
Storage = storage;
API = api;
}
protected override void LoadComplete()
{
base.LoadComplete();
API.Login("Rhythm Champion", "osu!");
}
}
public class TestLoader : Loader
{
protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
private class TestShaderPrecompiler : ShaderPrecompiler
{
protected override bool AllLoaded => true;
}
}
}
}

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@ -6,85 +6,26 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
using osu.Game.Screens.Select;
using osu.Game.Tests.Beatmaps.IO;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
using IntroSequence = osu.Game.Configuration.IntroSequence;
namespace osu.Game.Tests.Visual.Menus
namespace osu.Game.Tests.Visual.Navigation
{
public class TestSceneScreenNavigation : ManualInputManagerTestScene
public class TestSceneScreenNavigation : OsuGameTestScene
{
private const float click_padding = 25;
private GameHost host;
private TestOsuGame game;
private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
private Vector2 backButtonPosition => game.ToScreenSpace(new Vector2(click_padding, game.LayoutRectangle.Bottom - click_padding));
private Vector2 optionsButtonPosition => game.ToScreenSpace(new Vector2(click_padding, click_padding));
[BackgroundDependencyLoader]
private void load(GameHost host)
{
this.host = host;
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
};
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Create new game instance", () =>
{
if (game != null)
{
Remove(game);
game.Dispose();
}
RecycleLocalStorage();
// see MouseSettings
var frameworkConfig = host.Dependencies.Get<FrameworkConfigManager>();
frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity).Disabled = false;
game = new TestOsuGame(LocalStorage, API);
game.SetHost(host);
// todo: this can be removed once we can run audio tracks without a device present
// see https://github.com/ppy/osu/issues/1302
game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
Add(game);
});
AddUntilStep("Wait for load", () => game.IsLoaded);
AddUntilStep("Wait for intro", () => game.ScreenStack.CurrentScreen is IntroScreen);
confirmAtMainMenu();
}
private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
[Test]
public void TestExitSongSelectWithEscape()
@ -105,21 +46,21 @@ namespace osu.Game.Tests.Visual.Menus
{
Player player = null;
WorkingBeatmap beatmap() => game.Beatmap.Value;
WorkingBeatmap beatmap() => Game.Beatmap.Value;
Track track() => beatmap().Track;
pushAndConfirm(() => new TestSongSelect());
AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Wait());
AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait());
AddUntilStep("wait for selected", () => !game.Beatmap.IsDefault);
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
if (withUserPause)
AddStep("pause", () => game.Dependencies.Get<MusicController>().Stop());
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop());
AddStep("press enter", () => pressAndRelease(Key.Enter));
AddUntilStep("wait for player", () => (player = game.ScreenStack.CurrentScreen as Player) != null);
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddUntilStep("wait for fail", () => player.HasFailed);
AddUntilStep("wait for track stop", () => !track().IsRunning);
@ -142,7 +83,7 @@ namespace osu.Game.Tests.Visual.Menus
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == game.BackButton));
AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == Game.BackButton));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
@ -166,20 +107,20 @@ namespace osu.Game.Tests.Visual.Menus
[Test]
public void TestOpenOptionsAndExitWithEscape()
{
AddUntilStep("Wait for options to load", () => game.Settings.IsLoaded);
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
AddStep("Enter menu", () => pressAndRelease(Key.Enter));
AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
AddAssert("Options overlay was opened", () => game.Settings.State.Value == Visibility.Visible);
AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
AddStep("Hide options overlay using escape", () => pressAndRelease(Key.Escape));
AddAssert("Options overlay was closed", () => game.Settings.State.Value == Visibility.Hidden);
AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
}
private void pushAndConfirm(Func<Screen> newScreen)
{
Screen screen = null;
AddStep("Push new screen", () => game.ScreenStack.Push(screen = newScreen()));
AddUntilStep("Wait for new screen", () => game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
AddStep("Push new screen", () => Game.ScreenStack.Push(screen = newScreen()));
AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
}
private void pushEscape() =>
@ -188,64 +129,25 @@ namespace osu.Game.Tests.Visual.Menus
private void exitViaEscapeAndConfirm()
{
pushEscape();
confirmAtMainMenu();
ConfirmAtMainMenu();
}
private void exitViaBackButtonAndConfirm()
{
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
confirmAtMainMenu();
ConfirmAtMainMenu();
}
private void confirmAtMainMenu() => AddUntilStep("Wait for main menu", () => game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
private void pressAndRelease(Key key)
{
InputManager.PressKey(key);
InputManager.ReleaseKey(key);
}
private class TestOsuGame : OsuGame
{
public new ScreenStack ScreenStack => base.ScreenStack;
public new BackButton BackButton => base.BackButton;
public new SettingsPanel Settings => base.Settings;
public new OsuConfigManager LocalConfig => base.LocalConfig;
public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
protected override Loader CreateLoader() => new TestLoader();
public TestOsuGame(Storage storage, IAPIProvider api)
{
Storage = storage;
API = api;
}
protected override void LoadComplete()
{
base.LoadComplete();
API.Login("Rhythm Champion", "osu!");
}
}
private class TestSongSelect : PlaySongSelect
{
public ModSelectOverlay ModSelectOverlay => ModSelect;
}
private class TestLoader : Loader
{
protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
private class TestShaderPrecompiler : ShaderPrecompiler
{
protected override bool AllLoaded => true;
}
}
}
}