diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayMenuOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayMenuOverlay.cs index 4727140d99..cc275009ba 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayMenuOverlay.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayMenuOverlay.cs @@ -3,12 +3,13 @@ using System; using System.Collections.Generic; -using System.ComponentModel; using System.Linq; +using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Logging; +using osu.Game.Graphics.UserInterface; using osu.Game.Input.Bindings; using osu.Game.Screens.Play; using osuTK; @@ -16,7 +17,7 @@ using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { - [Description("player pause/fail screens")] + [System.ComponentModel.Description("player pause/fail screens")] public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene { public override IReadOnlyList RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) }; @@ -29,57 +30,118 @@ namespace osu.Game.Tests.Visual.Gameplay [BackgroundDependencyLoader] private void load(OsuGameBase game) { - Child = globalActionContainer = new GlobalActionContainer(game) - { - Children = new Drawable[] - { - pauseOverlay = new PauseOverlay - { - OnResume = () => Logger.Log(@"Resume"), - OnRetry = () => Logger.Log(@"Retry"), - OnQuit = () => Logger.Log(@"Quit"), - }, - failOverlay = new FailOverlay + Child = globalActionContainer = new GlobalActionContainer(game); + } - { - OnRetry = () => Logger.Log(@"Retry"), - OnQuit = () => Logger.Log(@"Quit"), - } + [SetUp] + public void SetUp() => Schedule(() => + { + globalActionContainer.Children = new Drawable[] + { + pauseOverlay = new PauseOverlay + { + OnResume = () => Logger.Log(@"Resume"), + OnRetry = () => Logger.Log(@"Retry"), + OnQuit = () => Logger.Log(@"Quit"), + }, + failOverlay = new FailOverlay + + { + OnRetry = () => Logger.Log(@"Retry"), + OnQuit = () => Logger.Log(@"Quit"), } }; + InputManager.MoveMouseTo(Vector2.Zero); + }); + + [Test] + public void TestAdjustRetryCount() + { + showOverlay(); + var retryCount = 0; - AddStep("Add retry", () => + AddRepeatStep("Add retry", () => { retryCount++; pauseOverlay.Retries = failOverlay.Retries = retryCount; - }); + }, 10); + } - AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility()); - AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility()); + /// + /// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred. + /// + [Test] + public void TestEnterWithoutSelection() + { + showOverlay(); - testHideResets(); + AddStep("Press select", () => press(GlobalAction.Select)); + AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible); + } - testEnterWithoutSelection(); - testKeyUpFromInitial(); - testKeyDownFromInitial(); - testKeyUpWrapping(); - testKeyDownWrapping(); + /// + /// Tests that pressing the up arrow from the initial state selects the last button. + /// + [Test] + public void TestKeyUpFromInitial() + { + showOverlay(); - testMouseSelectionAfterKeySelection(); - testKeySelectionAfterMouseSelection(); + AddStep("Up arrow", () => press(Key.Up)); + AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value); + } - testMouseDeselectionResets(); + /// + /// Tests that pressing the down arrow from the initial state selects the first button. + /// + [Test] + public void TestKeyDownFromInitial() + { + showOverlay(); - testClickSelection(); - testEnterKeySelection(); + AddStep("Down arrow", () => press(Key.Down)); + AddAssert("First button selected", () => getButton(0).Selected.Value); + } + + /// + /// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly. + /// + [Test] + public void TestKeyUpWrapping() + { + AddStep("Show overlay", () => failOverlay.Show()); + + AddStep("Up arrow", () => press(Key.Up)); + AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); + AddStep("Up arrow", () => press(Key.Up)); + AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); + AddStep("Up arrow", () => press(Key.Up)); + AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); + } + + /// + /// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly. + /// + [Test] + public void TestKeyDownWrapping() + { + AddStep("Show overlay", () => failOverlay.Show()); + + AddStep("Down arrow", () => press(Key.Down)); + AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); + AddStep("Down arrow", () => press(Key.Down)); + AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); + AddStep("Down arrow", () => press(Key.Down)); + AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); } /// /// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected. /// - private void testHideResets() + [Test] + public void TestHideResets() { AddStep("Show overlay", () => failOverlay.Show()); @@ -90,141 +152,73 @@ namespace osu.Game.Tests.Visual.Gameplay } /// - /// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred. + /// Tests that entering menu with cursor initially on button selects it. /// - private void testEnterWithoutSelection() + [Test] + public void TestInitialButtonHover() { - AddStep("Show overlay", () => pauseOverlay.Show()); + showOverlay(); - AddStep("Press select", () => press(GlobalAction.Select)); - AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible); + AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0))); AddStep("Hide overlay", () => pauseOverlay.Hide()); - } + showOverlay(); - /// - /// Tests that pressing the up arrow from the initial state selects the last button. - /// - private void testKeyUpFromInitial() - { - AddStep("Show overlay", () => pauseOverlay.Show()); - - AddStep("Up arrow", () => press(Key.Up)); - AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value); - - AddStep("Hide overlay", () => pauseOverlay.Hide()); - } - - /// - /// Tests that pressing the down arrow from the initial state selects the first button. - /// - private void testKeyDownFromInitial() - { - AddStep("Show overlay", () => pauseOverlay.Show()); - - AddStep("Down arrow", () => press(Key.Down)); - AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); - - AddStep("Hide overlay", () => pauseOverlay.Hide()); - } - - /// - /// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly. - /// - private void testKeyUpWrapping() - { - AddStep("Show overlay", () => failOverlay.Show()); - - AddStep("Up arrow", () => press(Key.Up)); - AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); - AddStep("Up arrow", () => press(Key.Up)); - AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); - AddStep("Up arrow", () => press(Key.Up)); - AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); - - AddStep("Hide overlay", () => failOverlay.Hide()); - } - - /// - /// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly. - /// - private void testKeyDownWrapping() - { - AddStep("Show overlay", () => failOverlay.Show()); - - AddStep("Down arrow", () => press(Key.Down)); - AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); - AddStep("Down arrow", () => press(Key.Down)); - AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value); - AddStep("Down arrow", () => press(Key.Down)); - AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value); - - AddStep("Hide overlay", () => failOverlay.Hide()); + AddAssert("First button selected", () => getButton(0).Selected.Value); } /// /// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button. /// - private void testMouseSelectionAfterKeySelection() + [Test] + public void TestMouseSelectionAfterKeySelection() { - AddStep("Show overlay", () => pauseOverlay.Show()); - - var secondButton = pauseOverlay.Buttons.Skip(1).First(); + showOverlay(); AddStep("Down arrow", () => press(Key.Down)); - AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton)); - AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected.Value); - AddAssert("Second button selected", () => secondButton.Selected.Value); - - AddStep("Hide overlay", () => pauseOverlay.Hide()); + AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1))); + AddAssert("First button not selected", () => !getButton(0).Selected.Value); + AddAssert("Second button selected", () => getButton(1).Selected.Value); } /// /// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button. /// - private void testKeySelectionAfterMouseSelection() + [Test] + public void TestKeySelectionAfterMouseSelection() { AddStep("Show overlay", () => { pauseOverlay.Show(); - InputManager.MoveMouseTo(Vector2.Zero); }); - var secondButton = pauseOverlay.Buttons.Skip(1).First(); - - AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton)); + AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1))); AddStep("Up arrow", () => press(Key.Up)); - AddAssert("Second button not selected", () => !secondButton.Selected.Value); - AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); - - AddStep("Hide overlay", () => pauseOverlay.Hide()); + AddAssert("Second button not selected", () => !getButton(1).Selected.Value); + AddAssert("First button selected", () => getButton(0).Selected.Value); } /// /// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state. /// - private void testMouseDeselectionResets() + [Test] + public void TestMouseDeselectionResets() { - AddStep("Show overlay", () => pauseOverlay.Show()); + showOverlay(); - var secondButton = pauseOverlay.Buttons.Skip(1).First(); - - AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton)); + AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1))); AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero)); AddStep("Down arrow", () => press(Key.Down)); - AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); // Initial state condition - - AddStep("Hide overlay", () => pauseOverlay.Hide()); + AddAssert("First button selected", () => getButton(0).Selected.Value); // Initial state condition } /// /// Tests that clicking on a button correctly causes a click event for that button. /// - private void testClickSelection() + [Test] + public void TestClickSelection() { - AddStep("Show overlay", () => pauseOverlay.Show()); - - var retryButton = pauseOverlay.Buttons.Skip(1).First(); + showOverlay(); bool triggered = false; AddStep("Click retry button", () => @@ -232,7 +226,7 @@ namespace osu.Game.Tests.Visual.Gameplay var lastAction = pauseOverlay.OnRetry; pauseOverlay.OnRetry = () => triggered = true; - retryButton.Click(); + getButton(1).Click(); pauseOverlay.OnRetry = lastAction; }); @@ -243,9 +237,10 @@ namespace osu.Game.Tests.Visual.Gameplay /// /// Tests that pressing the enter key with a button selected correctly causes a click event for that button. /// - private void testEnterKeySelection() + [Test] + public void TestEnterKeySelection() { - AddStep("Show overlay", () => pauseOverlay.Show()); + showOverlay(); AddStep("Select second button", () => { @@ -275,6 +270,10 @@ namespace osu.Game.Tests.Visual.Gameplay AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden); } + private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show()); + + private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First(); + private void press(Key key) { InputManager.PressKey(key); diff --git a/osu.Game/Screens/Play/GameplayMenuOverlay.cs b/osu.Game/Screens/Play/GameplayMenuOverlay.cs index c7e762714c..f93d5d8b02 100644 --- a/osu.Game/Screens/Play/GameplayMenuOverlay.cs +++ b/osu.Game/Screens/Play/GameplayMenuOverlay.cs @@ -304,8 +304,6 @@ namespace osu.Game.Screens.Play private class Button : DialogButton { - protected override bool OnHover(HoverEvent e) => true; - protected override bool OnMouseMove(MouseMoveEvent e) { Selected.Value = true;