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Adjust tests in line with new expectations
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@ -2,6 +2,7 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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@ -20,6 +21,7 @@ using osu.Game.Screens.Select;
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using osu.Game.Screens.SelectV2;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Resources;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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using BeatmapCarousel = osu.Game.Screens.SelectV2.BeatmapCarousel;
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@ -164,6 +166,15 @@ namespace osu.Game.Tests.Visual.SongSelect
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});
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}
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protected IEnumerable<T> GetVisiblePanels<T>()
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where T : Drawable
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{
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return Carousel.ChildrenOfType<UserTrackingScrollContainer>().Single()
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.ChildrenOfType<T>()
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.Where(p => ((ICarouselPanel)p).Item?.IsVisible == true)
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.OrderBy(p => p.Y);
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}
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protected void ClickVisiblePanel<T>(int index)
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where T : Drawable
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{
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@ -178,6 +189,23 @@ namespace osu.Game.Tests.Visual.SongSelect
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});
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}
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protected void ClickVisiblePanelWithOffset<T>(int index, Vector2 positionOffsetFromCentre)
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where T : Drawable
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{
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AddStep($"move mouse to panel {index} with offset {positionOffsetFromCentre}", () =>
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{
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var panel = Carousel.ChildrenOfType<UserTrackingScrollContainer>().Single()
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.ChildrenOfType<T>()
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.Where(p => ((ICarouselPanel)p).Item?.IsVisible == true)
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.OrderBy(p => p.Y)
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.ElementAt(index);
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InputManager.MoveMouseTo(panel.ScreenSpaceDrawQuad.Centre + panel.ToScreenSpace(positionOffsetFromCentre) - panel.ToScreenSpace(Vector2.Zero));
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});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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}
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/// <summary>
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/// Add requested beatmap sets count to list.
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/// </summary>
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@ -1,7 +1,6 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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@ -10,7 +9,6 @@ using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Filter;
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using osu.Game.Screens.SelectV2;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.SongSelect
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{
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@ -153,60 +151,24 @@ namespace osu.Game.Tests.Visual.SongSelect
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[Test]
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public void TestInputHandlingWithinGaps()
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{
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AddBeatmaps(5, 2);
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WaitForDrawablePanels();
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SelectNextGroup();
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AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
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clickOnPanel(0, 1, p => p.LayoutRectangle.TopLeft + new Vector2(20f, -1f));
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WaitForGroupSelection(0, 1);
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// Clicks just above the first group panel should not actuate any action.
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ClickVisiblePanelWithOffset<GroupPanel>(0, new Vector2(0, -(GroupPanel.HEIGHT / 2 + 1)));
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clickOnPanel(0, 0, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
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ClickVisiblePanelWithOffset<GroupPanel>(0, new Vector2(0, -(GroupPanel.HEIGHT / 2)));
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AddUntilStep("wait for beatmaps visible", () => GetVisiblePanels<BeatmapPanel>().Any());
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CheckNoSelection();
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// Beatmap panels expand their selection area to cover holes from spacing.
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ClickVisiblePanelWithOffset<BeatmapPanel>(0, new Vector2(0, -(CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
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WaitForGroupSelection(0, 0);
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SelectNextPanel();
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Select();
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ClickVisiblePanelWithOffset<BeatmapPanel>(1, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
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WaitForGroupSelection(0, 1);
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clickOnGroup(0, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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AddAssert("group 0 collapsed", () => this.ChildrenOfType<GroupPanel>().OrderBy(g => g.Y).ElementAt(0).Expanded.Value, () => Is.False);
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clickOnGroup(0, p => p.LayoutRectangle.Centre);
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AddAssert("group 0 expanded", () => this.ChildrenOfType<GroupPanel>().OrderBy(g => g.Y).ElementAt(0).Expanded.Value, () => Is.True);
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AddStep("scroll to end", () => Scroll.ScrollToEnd(false));
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clickOnPanel(0, 4, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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WaitForGroupSelection(0, 4);
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clickOnGroup(1, p => p.LayoutRectangle.TopLeft + new Vector2(20f, -1f));
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AddAssert("group 1 expanded", () => this.ChildrenOfType<GroupPanel>().OrderBy(g => g.Y).ElementAt(1).Expanded.Value, () => Is.True);
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}
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private void clickOnGroup(int group, Func<GroupPanel, Vector2> pos)
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{
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AddStep($"click on group{group}", () =>
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{
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var groupingFilter = Carousel.Filters.OfType<BeatmapCarouselFilterGrouping>().Single();
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var model = groupingFilter.GroupItems.Keys.ElementAt(group);
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var panel = this.ChildrenOfType<GroupPanel>().Single(b => ReferenceEquals(b.Item!.Model, model));
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InputManager.MoveMouseTo(panel.ToScreenSpace(pos(panel)));
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InputManager.Click(MouseButton.Left);
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});
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}
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private void clickOnPanel(int group, int panel, Func<BeatmapPanel, Vector2> pos)
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{
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AddStep($"click on group{group} panel{panel}", () =>
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{
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var groupingFilter = Carousel.Filters.OfType<BeatmapCarouselFilterGrouping>().Single();
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var g = groupingFilter.GroupItems.Keys.ElementAt(group);
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// offset by one because the group itself is included in the items list.
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object model = groupingFilter.GroupItems[g].ElementAt(panel + 1).Model;
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var p = this.ChildrenOfType<BeatmapPanel>().Single(b => ReferenceEquals(b.Item!.Model, model));
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InputManager.MoveMouseTo(p.ToScreenSpace(pos(p)));
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InputManager.Click(MouseButton.Left);
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});
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}
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}
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}
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@ -1,7 +1,6 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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@ -209,31 +208,34 @@ namespace osu.Game.Tests.Visual.SongSelect
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}
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[Test]
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[Solo]
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public void TestInputHandlingWithinGaps()
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{
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AddBeatmaps(2, 5);
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WaitForDrawablePanels();
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SelectNextGroup();
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clickOnDifficulty(0, 1, p => p.LayoutRectangle.TopLeft + new Vector2(20f, -1f));
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WaitForSelection(0, 1);
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AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
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clickOnDifficulty(0, 0, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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// Clicks just above the first group panel should not actuate any action.
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ClickVisiblePanelWithOffset<BeatmapSetPanel>(0, new Vector2(0, -(BeatmapSetPanel.HEIGHT / 2 + 1)));
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AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
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ClickVisiblePanelWithOffset<BeatmapSetPanel>(0, new Vector2(0, -(BeatmapSetPanel.HEIGHT / 2)));
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AddUntilStep("wait for beatmaps visible", () => GetVisiblePanels<BeatmapPanel>().Any());
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WaitForSelection(0, 0);
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SelectNextPanel();
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Select();
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WaitForSelection(0, 1);
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clickOnSet(0, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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// Beatmap panels expand their selection area to cover holes from spacing.
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ClickVisiblePanelWithOffset<BeatmapPanel>(1, new Vector2(0, -(CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
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WaitForSelection(0, 0);
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AddStep("scroll to end", () => Scroll.ScrollToEnd(false));
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clickOnDifficulty(0, 4, p => p.LayoutRectangle.BottomLeft + new Vector2(20f, 1f));
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WaitForSelection(0, 4);
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// Panels with higher depth will handle clicks in the gutters for simplicity.
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ClickVisiblePanelWithOffset<BeatmapPanel>(2, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
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WaitForSelection(0, 2);
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clickOnSet(1, p => p.LayoutRectangle.TopLeft + new Vector2(20f, -1f));
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WaitForSelection(1, 0);
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ClickVisiblePanelWithOffset<BeatmapPanel>(3, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
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WaitForSelection(0, 3);
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}
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private void checkSelectionIterating(bool isIterating)
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@ -249,27 +251,5 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("selection not changed", () => Carousel.CurrentSelection == selection);
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}
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}
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private void clickOnSet(int set, Func<BeatmapSetPanel, Vector2> pos)
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{
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AddStep($"click on set{set}", () =>
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{
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var model = BeatmapSets[set];
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var panel = this.ChildrenOfType<BeatmapSetPanel>().Single(b => ReferenceEquals(b.Item!.Model, model));
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InputManager.MoveMouseTo(panel.ToScreenSpace(pos(panel)));
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InputManager.Click(MouseButton.Left);
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});
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}
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private void clickOnDifficulty(int set, int diff, Func<BeatmapPanel, Vector2> pos)
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{
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AddStep($"click on set{set} diff{diff}", () =>
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{
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var model = BeatmapSets[set].Beatmaps[diff];
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var panel = this.ChildrenOfType<BeatmapPanel>().Single(b => ReferenceEquals(b.Item!.Model, model));
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InputManager.MoveMouseTo(panel.ToScreenSpace(pos(panel)));
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InputManager.Click(MouseButton.Left);
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});
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}
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}
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}
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