// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics.Containers; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Overlays.Mods; using osu.Game.Screens.Play; using osu.Game.Screens.Select; using osu.Game.Tests.Beatmaps.IO; using osuTK; using osuTK.Input; namespace osu.Game.Tests.Visual.Navigation { public class TestSceneScreenNavigation : OsuGameTestScene { private const float click_padding = 25; private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding)); private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding)); [Test] public void TestExitSongSelectWithEscape() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show()); AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); pushEscape(); AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden); exitViaEscapeAndConfirm(); } [TestCase(true)] [TestCase(false)] public void TestSongContinuesAfterExitPlayer(bool withUserPause) { Player player = null; WorkingBeatmap beatmap() => Game.Beatmap.Value; PushAndConfirm(() => new TestSongSelect()); AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait()); AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault); if (withUserPause) AddStep("pause", () => Game.Dependencies.Get().Stop()); AddStep("press enter", () => pressAndRelease(Key.Enter)); AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null); AddUntilStep("wait for fail", () => player.HasFailed); AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying); AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime); pushEscape(); AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying); AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime); } [Test] public void TestMenuMakesMusic() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice); AddStep("return to menu", () => songSelect.Exit()); AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying); } [Test] public void TestExitSongSelectWithClick() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show()); AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition)); // BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered. AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == Game.BackButton)); AddStep("Click back button", () => InputManager.Click(MouseButton.Left)); AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden); exitViaBackButtonAndConfirm(); } [Test] public void TestExitMultiWithEscape() { PushAndConfirm(() => new Screens.Multi.Multiplayer()); exitViaEscapeAndConfirm(); } [Test] public void TestExitMultiWithBackButton() { PushAndConfirm(() => new Screens.Multi.Multiplayer()); exitViaBackButtonAndConfirm(); } [Test] public void TestOpenOptionsAndExitWithEscape() { AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded); AddStep("Enter menu", () => pressAndRelease(Key.Enter)); AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition)); AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left)); AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible); AddStep("Hide options overlay using escape", () => pressAndRelease(Key.Escape)); AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden); } [Test] public void TestWaitForNextTrackInMenu() { bool trackCompleted = false; AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded); AddStep("Seek close to end", () => { Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000); Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true; }); AddUntilStep("Track was completed", () => trackCompleted); AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying); } private void pushEscape() => AddStep("Press escape", () => pressAndRelease(Key.Escape)); private void exitViaEscapeAndConfirm() { pushEscape(); ConfirmAtMainMenu(); } private void exitViaBackButtonAndConfirm() { AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition)); AddStep("Click back button", () => InputManager.Click(MouseButton.Left)); ConfirmAtMainMenu(); } private void pressAndRelease(Key key) { InputManager.PressKey(key); InputManager.ReleaseKey(key); } private class TestSongSelect : PlaySongSelect { public ModSelectOverlay ModSelectOverlay => ModSelect; } } }