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mirror of https://github.com/ppy/osu.git synced 2024-09-22 00:47:24 +08:00

Move PlayerLoader tests out of constructor, Improve Documentation

This commit is contained in:
David Zhao 2019-02-24 18:10:59 +09:00
parent f56f1fc4f7
commit f4acd6e48f
2 changed files with 53 additions and 51 deletions

View File

@ -45,6 +45,14 @@ namespace osu.Game.Tests.Visual
[Cached]
private BackgroundScreenStack backgroundStack;
private void performSetup()
{
createSongSelect();
AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer { Ready = true }));
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
}
private void createSongSelect()
{
AddStep("Create song select if required", () =>
@ -60,11 +68,6 @@ namespace osu.Game.Tests.Visual
}
});
AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
}
private void performSetup()
{
createSongSelect();
AddUntilStep(() =>
{
if (!songSelect.IsCurrentScreen())
@ -74,9 +77,6 @@ namespace osu.Game.Tests.Visual
}
return true;
}, "Wait for song select is current");
AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer { Ready = true }));
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
}
public TestCaseBackgroundScreenBeatmap()
@ -84,7 +84,6 @@ namespace osu.Game.Tests.Visual
InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
createSongSelect();
AddStep("Create beatmap", () =>
{
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
@ -104,7 +103,15 @@ namespace osu.Game.Tests.Visual
},
});
});
}
/// <summary>
/// Check if PlayerLoader properly triggers background dim previews when a user hovers over the visual settings panel.
/// </summary>
[Test]
public void PlayerLoaderSettingsHoverTest()
{
createSongSelect();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
@ -116,16 +123,24 @@ namespace osu.Game.Tests.Visual
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
/// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim is still properly applied after entering player.
/// </summary>
[Test]
public void PlayerLoaderTransitionTest()
{
createSongSelect();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
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, then moving the cursor off of the visual settings:
// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
// We need to check that in this scenario, the dim is still properly applied after entering player.
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
AddStep("Trigger background preview when loaded", () =>
@ -135,8 +150,15 @@ namespace osu.Game.Tests.Visual
});
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
// Make sure the background is fully invisible (not dimmed) when the background should be disabled by the storyboard.
/// <summary>
/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
/// </summary>
[Test]
public void StoryboardBackgroundVisibilityTest()
{
performSetup();
AddStep("Enable storyboard", () =>
{
player.ReplacesBackground.Value = true;
@ -182,7 +204,7 @@ namespace osu.Game.Tests.Visual
performSetup();
AddStep("Transition to Pause", () =>
{
if (!player.IsPaused)
if (!player.IsPaused.Value)
player.Exit();
});
AddWaitStep(5, "Wait for dim");
@ -226,6 +248,13 @@ namespace osu.Game.Tests.Visual
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
private readonly Bindable<double> dimLevel = new Bindable<double>();
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.DimLevel, dimLevel);
}
public void UpdateBindables()
{
@ -234,22 +263,22 @@ namespace osu.Game.Tests.Visual
public bool AssertDimmed()
{
return ((FadeAccessibleBackground)Background).AssertDimmed();
return ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)dimLevel.Value);
}
public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
return ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
}
public bool AssertInvisible()
{
return ((FadeAccessibleBackground)Background).AssertInvisible();
return ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
}
public bool AssertVisible()
{
return ((FadeAccessibleBackground)Background).AssertVisible();
return ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
}
/// <summary>
@ -275,12 +304,12 @@ namespace osu.Game.Tests.Visual
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
// Whether or not the player should be allowed to load.
public bool Ready;
public Bindable<bool> StoryboardEnabled;
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public bool IsPaused => RulesetContainer.IsPaused.Value;
public readonly Bindable<bool> IsPaused = new Bindable<bool>();
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
@ -289,6 +318,7 @@ namespace osu.Game.Tests.Visual
Thread.Sleep(1);
StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
RulesetContainer.IsPaused.BindTo(IsPaused);
}
}
@ -306,35 +336,10 @@ namespace osu.Game.Tests.Visual
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
private readonly Bindable<double> dimLevel = new Bindable<double>();
protected override UserDimContainer CreateFadeContainer() => new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.DimLevel, dimLevel);
}
public bool AssertDimmed()
{
return ((TestUserDimContainer)FadeContainer).CurrentColour == OsuColour.Gray(1 - (float)dimLevel.Value);
}
public bool AssertUndimmed()
{
return ((TestUserDimContainer)FadeContainer).CurrentColour == Color4.White;
}
public bool AssertInvisible()
{
return ((TestUserDimContainer)FadeContainer).CurrentAlpha == 0;
}
public bool AssertVisible()
{
return ((TestUserDimContainer)FadeContainer).CurrentAlpha == 1;
}
public Color4 CurrentColour => ((TestUserDimContainer)FadeContainer).CurrentColour;
public float CurrentAlpha => ((TestUserDimContainer)FadeContainer).CurrentAlpha;
private class TestUserDimContainer : UserDimContainer
{

View File

@ -397,10 +397,7 @@ namespace osu.Game.Screens.Play
}
if (LoadedBeatmapSuccessfully)
{
pauseContainer?.Pause();
return true;
}
return true;
}