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mirror of https://github.com/ppy/osu.git synced 2025-01-15 00:52:57 +08:00

Add test case for background preview, fix unit tests

This commit is contained in:
David Zhao 2019-02-21 15:24:26 +09:00
parent f5d8700920
commit ad5e81f0cd
5 changed files with 93 additions and 38 deletions

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@ -1,8 +1,11 @@
// 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 System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
@ -11,6 +14,7 @@ using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Tests.Beatmaps;
using osu.Game.Users;
using osuTK;
@ -19,20 +23,30 @@ using osuTK.Graphics;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCaseBackgroundScreenBeatmap : ScreenTestCase
public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
{
private DummySongSelect songSelect;
protected Player Player;
private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player;
[Cached]
private BackgroundScreenStack backgroundStack;
public TestCaseBackgroundScreenBeatmap()
{
ScreenStack screen;
InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
AddStep("Load Song Select", () =>
{
LoadComponentAsync(new DummySongSelect(), p =>
{
songSelect = p;
LoadScreen(p);
screen.Push(p);
});
});
AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
AddStep("Create beatmap", () =>
{
@ -53,14 +67,30 @@ namespace osu.Game.Tests.Visual
},
});
});
AddStep("Load Player", () =>
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddStep("Update bindables", () => playerLoader.UpdateBindables());
AddStep("Trigger background preview", () =>
{
var p = new DimAccessiblePlayer();
songSelect.Push(Player = p);
InputManager.MoveMouseTo(playerLoader.ScreenPos);
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
AddUntilStep(() => Player?.IsLoaded ?? false, "Wait for player to load");
AddStep("Update bindables", () => ((DimAccessiblePlayer)Player).UpdateBindables());
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
AddStep("Allow beatmap to load", () =>
{
player.Ready = true;
InputManager.MoveMouseTo(playerLoader.ScreenPos);
});
// In the case of a user triggering the dim preview the instant player gets loaded, the user dim needs to be applied when the map starts.
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
AddStep("Trigger background preview when loaded", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
@ -69,9 +99,9 @@ namespace osu.Game.Tests.Visual
[Test]
public void DisableUserDimTest()
{
AddStep("Test User Undimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = false);
AddStep("Test User Undimming", () => playerLoader.DimEnabled.Value = false);
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
}
/// <summary>
@ -80,9 +110,9 @@ namespace osu.Game.Tests.Visual
[Test]
public void EnableUserDimTest()
{
AddStep("Test User Dimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = true);
AddStep("Test User Dimming", () => playerLoader.DimEnabled.Value = true);
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
@ -91,9 +121,9 @@ namespace osu.Game.Tests.Visual
[Test]
public void PauseTest()
{
AddStep("Transition to Pause", () => ((DimAccessiblePlayer)Player).Exit());
AddStep("Transition to Pause", () => player.Exit());
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
@ -102,9 +132,9 @@ namespace osu.Game.Tests.Visual
[Test]
public void TransitionTest()
{
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");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
}
/// <summary>
@ -115,16 +145,28 @@ namespace osu.Game.Tests.Visual
{
AddStep("Exit player", () =>
{
Player.MakeCurrent();
Player.Exit();
player.MakeCurrent();
player.Exit();
});
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
}
private class DummySongSelect : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
public bool BackgroundLoaded => Background?.IsLoaded ?? false;
public bool AssertDimmed()
{
return ((FadeAccessibleBackground)Background).AssertDimmed();
}
public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
}
}
private class FadeAccesibleResults : SoloResults
@ -137,25 +179,35 @@ namespace osu.Game.Tests.Visual
}
private class DimAccessiblePlayer : Player
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
public bool Ready;
[BackgroundDependencyLoader]
private void load()
{
while (!Ready)
Thread.Sleep(1);
}
}
private class DimAccessiblePlayerLoader : PlayerLoader
{
public Bindable<bool> DimEnabled;
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
public VisualSettings VisualSettingsPos => VisualSettings;
public Vector2 ScreenPos => VisualSettings.ScreenSpaceDrawQuad.BottomLeft - new Vector2(20, 20);
public void UpdateBindables()
{
DimEnabled = Background.EnableUserDim;
}
public bool AssertDimmed()
public DimAccessiblePlayerLoader(Player player) : base(() => player)
{
return ((FadeAccessibleBackground)Background).AssertDimmed();
}
public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap

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@ -37,9 +37,12 @@ namespace osu.Game.Screens.Backgrounds
beatmap = value;
FadeContainer = new UserDimContainer { RelativeSizeAxes = Axes.Both };
InternalChild = FadeContainer;
EnableUserDim = FadeContainer.EnableUserDim;
Schedule(() =>
{
FadeContainer = new UserDimContainer { RelativeSizeAxes = Axes.Both };
LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
{
float newDepth = 0;
@ -54,8 +57,6 @@ namespace osu.Game.Screens.Backgrounds
FadeContainer.Child = Background = b;
Background.BlurSigma = BlurTarget;
}));
InternalChild = FadeContainer;
EnableUserDim = FadeContainer.EnableUserDim;
});
}
}

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@ -346,6 +346,10 @@ namespace osu.Game.Screens.Play
.Delay(250)
.FadeIn(250);
// We need to update background elements when the user dim gets updated
// The storyboard needs to know whether or not to completely fade at 100% dim
DimLevel.ValueChanged += _ => UpdateBackgroundElements();
ShowStoryboard.ValueChanged += _ => UpdateBackgroundElements();
Background.EnableUserDim.Value = true;
Task.Run(() =>

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@ -78,7 +78,7 @@ namespace osu.Game.Screens.Play
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
{
visualSettings = new VisualSettings(),
VisualSettings = new VisualSettings(),
new InputSettings()
}
}
@ -153,7 +153,7 @@ namespace osu.Game.Screens.Play
}
private ScheduledDelegate pushDebounce;
private VisualSettings visualSettings;
protected VisualSettings VisualSettings;
private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && GetContainingInputManager()?.DraggedDrawable == null;
@ -161,14 +161,14 @@ namespace osu.Game.Screens.Play
{
// restore our screen defaults
InitializeBackgroundElements();
if (this.IsCurrentScreen())
if (this.IsCurrentScreen() && (Background?.IsLoaded ?? false))
Background.EnableUserDim.Value = false;
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
if (GetContainingInputManager()?.HoveredDrawables.Contains(visualSettings) == true)
if (GetContainingInputManager()?.HoveredDrawables.Contains(VisualSettings) == true)
{
// show user setting preview
UpdateBackgroundElements();
@ -247,7 +247,8 @@ namespace osu.Game.Screens.Play
this.FadeOut(150);
cancelLoad();
Background.EnableUserDim.Value = false;
if (Background != null)
Background.EnableUserDim.Value = false;
return base.OnExiting(next);
}

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@ -37,11 +37,8 @@ namespace osu.Game.Screens.Play
public override void OnEntering(IScreen last)
{
// We need to update on dim here because player still needs to know if it needs to dim the storyboard
base.OnEntering(last);
DimLevel.ValueChanged += _ => UpdateBackgroundElements();
BlurLevel.ValueChanged += _ => UpdateBackgroundElements();
ShowStoryboard.ValueChanged += _ => UpdateBackgroundElements();
InitializeBackgroundElements();
}