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Use actual song select for test case with beatmap import
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parent
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commit
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@ -3,28 +3,30 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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@ -44,9 +46,36 @@ namespace osu.Game.Tests.Visual
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private DummySongSelect songSelect;
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private DimAccessiblePlayerLoader playerLoader;
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private DimAccessiblePlayer player;
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private DatabaseContextFactory factory;
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private BeatmapManager manager;
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private RulesetStore rulesets;
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private ScreenStackCacheContainer screenStackContainer;
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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factory = new DatabaseContextFactory(LocalStorage);
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factory.ResetDatabase();
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using (var usage = factory.Get())
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usage.Migrate();
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factory.ResetDatabase();
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using (var usage = factory.Get())
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usage.Migrate();
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Dependencies.Cache(rulesets = new RulesetStore(factory));
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null, host, Beatmap.Default));
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Beatmap.SetDefault();
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}
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[SetUp]
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public virtual void SetUp() =>
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Schedule(() => { manager?.Delete(manager.GetAllUsableBeatmapSets()); });
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/// <summary>
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/// Check if PlayerLoader properly triggers background dim previews when a user hovers over the visual settings panel.
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/// </summary>
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@ -215,54 +244,37 @@ namespace osu.Game.Tests.Visual
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{
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createSongSelect();
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AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer
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AddStep("Start player loader", () => { songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer
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{
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Ready = true,
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AllowLeadIn = false,
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AllowResults = false,
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}));
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Ready = true,
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})); });
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AddUntilStep(() => playerLoader.IsLoaded, "Wait for Player Loader to load");
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep(() => player.IsLoaded, "Wait for player to load");
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}
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private void createSongSelect()
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{
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AddStep("Create new screen stack", () =>
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{
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screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
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Child = screenStackContainer;
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});
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AddStep("Create song select", () =>
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{
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songSelect = new DummySongSelect();
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screenStackContainer.ScreenStack.Push(songSelect);
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});
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AddStep("Create new screen stack", () => Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both });
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AddUntilStep(() => screenStackContainer.IsLoaded,"Wait for screen stack creation");
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AddStep("create new song select", () => screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect()));
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AddUntilStep(() => songSelect.IsLoaded, "Wait for song select to load");
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AddStep("Create beatmap", () =>
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AddStep("Add map", () =>
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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{
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new HitCircle
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{
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StartTime = 3000,
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Position = new Vector2(0, 0),
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},
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new HitCircle
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{
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StartTime = 15000,
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Position = new Vector2(0, 0),
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}
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},
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});
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var temp = TestResources.GetTestBeatmapForImport();
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manager.Import(temp);
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Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
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});
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AddUntilStep(() => songSelect.Carousel.SelectedBeatmap != null, "has selection");
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}
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private class DummySongSelect : OsuScreen
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private class DummySongSelect : PlaySongSelect
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{
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protected override BackgroundScreen CreateBackground()
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{
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FadeAccessibleBackground background = new FadeAccessibleBackground();
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FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
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DimEnabled.BindTo(background.EnableUserDim);
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return background;
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}
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@ -270,11 +282,12 @@ namespace osu.Game.Tests.Visual
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public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
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private readonly Bindable<double> dimLevel = new Bindable<double>();
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public new BeatmapCarousel Carousel => base.Carousel;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.DimLevel, dimLevel);
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Logger.Log(dimLevel.Value.ToString(CultureInfo.InvariantCulture));
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}
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public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)dimLevel.Value);
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@ -299,12 +312,12 @@ namespace osu.Game.Tests.Visual
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{
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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}
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private class DimAccessiblePlayer : Player
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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// Whether or not the player should be allowed to load.
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public bool Ready;
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@ -348,7 +361,7 @@ namespace osu.Game.Tests.Visual
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{
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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}
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private class FadeAccessibleBackground : BackgroundScreenBeatmap
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@ -358,6 +371,11 @@ namespace osu.Game.Tests.Visual
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public Color4 CurrentColour => ((TestUserDimContainer)FadeContainer).CurrentColour;
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public float CurrentAlpha => ((TestUserDimContainer)FadeContainer).CurrentAlpha;
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public FadeAccessibleBackground(WorkingBeatmap beatmap)
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: base(beatmap)
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{
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}
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private class TestUserDimContainer : UserDimContainer
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{
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public Color4 CurrentColour => DimContainer.Colour;
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