// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using NUnit.Framework; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Shapes; using osu.Game.Screens.Menu; using osuTK; using osuTK.Graphics; using osuTK.Input; namespace osu.Game.Tests.Visual.UserInterface { [TestFixture] public partial class TestSceneButtonSystem : OsuManualInputManagerTestScene { private OsuLogo logo; private ButtonSystem buttons; [SetUp] public void SetUp() => Schedule(() => { Children = new Drawable[] { new Box { Colour = ColourInfo.GradientVertical(Color4.Gray, Color4.WhiteSmoke), RelativeSizeAxes = Axes.Both, }, buttons = new ButtonSystem(), logo = new OsuLogo { RelativePositionAxes = Axes.Both, Position = new Vector2(0.5f) } }; buttons.SetOsuLogo(logo); }); [Test] public void TestAllStates() { foreach (var s in Enum.GetValues(typeof(ButtonSystemState)).OfType().Skip(1)) AddStep($"State to {s}", () => buttons.State = s); AddStep("Enter mode", performEnterMode); AddStep("Return to menu", () => { buttons.State = ButtonSystemState.Play; buttons.FadeIn(MainMenu.FADE_IN_DURATION, Easing.OutQuint); buttons.MoveTo(new Vector2(0), MainMenu.FADE_IN_DURATION, Easing.OutQuint); logo.FadeColour(Color4.White, 100, Easing.OutQuint); logo.FadeIn(100, Easing.OutQuint); }); } [Test] public void TestSmoothExit() { AddStep("Enter mode", performEnterMode); } [TestCase(Key.P, true)] [TestCase(Key.M, true)] [TestCase(Key.L, true)] [TestCase(Key.E, false)] [TestCase(Key.D, false)] [TestCase(Key.Q, false)] [TestCase(Key.O, false)] public void TestShortcutKeys(Key key, bool entersPlay) { int activationCount = -1; AddStep("set up action", () => { activationCount = 0; void action() => activationCount++; switch (key) { case Key.P: buttons.OnSolo = action; break; case Key.M: buttons.OnMultiplayer = action; break; case Key.L: buttons.OnPlaylists = action; break; case Key.E: buttons.OnEdit = action; break; case Key.D: buttons.OnBeatmapListing = action; break; case Key.Q: buttons.OnExit = action; break; case Key.O: buttons.OnSettings = action; break; } }); AddStep($"press {key}", () => InputManager.Key(key)); AddAssert("state is top level", () => buttons.State == ButtonSystemState.TopLevel); if (entersPlay) { AddStep("press P", () => InputManager.Key(Key.P)); AddAssert("state is play", () => buttons.State == ButtonSystemState.Play); } AddStep($"press {key}", () => InputManager.Key(key)); AddAssert("action triggered", () => activationCount == 1); } private void performEnterMode() { buttons.State = ButtonSystemState.EnteringMode; buttons.FadeOut(MainMenu.FADE_OUT_DURATION, Easing.InSine); buttons.MoveTo(new Vector2(-800, 0), MainMenu.FADE_OUT_DURATION, Easing.InSine); logo.FadeOut(300, Easing.InSine) .ScaleTo(0.2f, 300, Easing.InSine); } } }