// 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.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Graphics.UserInterface; using osu.Game.Overlays; using osu.Game.Overlays.Mods; using osu.Game.Overlays.Toolbar; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Screens.Menu; using osu.Game.Screens.OnlinePlay.Lounge; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; using osu.Game.Screens.Select; using osu.Game.Screens.Select.Options; 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() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); 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(); } /// /// This tests that the F1 key will open the mod select overlay, and not be handled / blocked by the music controller (which has the same default binding /// but should be handled *after* song select). /// [Test] public void TestOpenModSelectOverlayUsingAction() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddStep("Show mods overlay", () => InputManager.Key(Key.F1)); AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); } [Test] public void TestRetryCountIncrements() { Player player = null; Screens.Select.SongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded); AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait()); AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault); AddStep("press enter", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for player", () => { // dismiss any notifications that may appear (ie. muted notification). clickMouseInCentre(); return (player = Game.ScreenStack.CurrentScreen as Player) != null; }); AddAssert("retry count is 0", () => player.RestartCount == 0); AddStep("attempt to retry", () => player.ChildrenOfType().First().Action()); AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player); AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null); AddAssert("retry count is 1", () => player.RestartCount == 1); } [Test] public void TestRetryFromResults() { Player player = null; ResultsScreen results = null; IWorkingBeatmap beatmap() => Game.Beatmap.Value; Screens.Select.SongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded); AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait()); AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault); AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } }); AddStep("press enter", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for player", () => { // dismiss any notifications that may appear (ie. muted notification). clickMouseInCentre(); return (player = Game.ScreenStack.CurrentScreen as Player) != null; }); AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning); AddStep("seek to near end", () => player.ChildrenOfType().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000)); AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded); AddStep("attempt to retry", () => results.ChildrenOfType().First().Action()); AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != player && Game.ScreenStack.CurrentScreen is Player); } [TestCase(true)] [TestCase(false)] public void TestSongContinuesAfterExitPlayer(bool withUserPause) { Player player = null; IWorkingBeatmap beatmap() => Game.Beatmap.Value; Screens.Select.SongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded); AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait()); AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault); if (withUserPause) AddStep("pause", () => Game.Dependencies.Get().Stop(true)); AddStep("press enter", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for player", () => { // dismiss any notifications that may appear (ie. muted notification). clickMouseInCentre(); return (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().BeatmapInfo.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().BeatmapInfo.Metadata.PreviewTime); } [Test] public void TestMenuMakesMusic() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); 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 TestPushSongSelectAndPressBackButtonImmediately() { AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect())); AddStep("press back button", () => Game.ChildrenOfType().First().Action()); AddWaitStep("wait two frames", 2); } [Test] public void TestExitSongSelectWithClick() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); 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", () => Game.ChildrenOfType().First().Children.Any(c => c.IsHovered)); 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.OnlinePlay.Playlists.Playlists()); exitViaEscapeAndConfirm(); } [Test] public void TestExitMultiWithBackButton() { PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists()); exitViaBackButtonAndConfirm(); } [Test] public void TestOpenOptionsAndExitWithEscape() { AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded); AddStep("Enter menu", () => InputManager.Key(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", () => InputManager.Key(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); } [Test] public void TestModSelectInput() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show()); AddStep("Change ruleset to osu!taiko", () => { InputManager.PressKey(Key.ControlLeft); InputManager.Key(Key.Number2); InputManager.ReleaseKey(Key.ControlLeft); }); AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType().Single().Current.Value.OnlineID == 1); AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); } [Test] public void TestBeatmapOptionsInput() { TestPlaySongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestPlaySongSelect()); AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show()); AddStep("Change ruleset to osu!taiko", () => { InputManager.PressKey(Key.ControlLeft); InputManager.Key(Key.Number2); InputManager.ReleaseKey(Key.ControlLeft); }); AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType().Single().Current.Value.OnlineID == 1); AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible); } [Test] public void TestSettingsViaHotkeyFromMainMenu() { AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden); AddStep("press settings hotkey", () => { InputManager.PressKey(Key.ControlLeft); InputManager.Key(Key.O); InputManager.ReleaseKey(Key.ControlLeft); }); AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible); } [Test] public void TestToolbarHiddenByUser() { AddStep("Enter menu", () => InputManager.Key(Key.Enter)); AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded); AddStep("Hide toolbar", () => { InputManager.PressKey(Key.ControlLeft); InputManager.Key(Key.T); InputManager.ReleaseKey(Key.ControlLeft); }); pushEscape(); AddStep("Enter menu", () => InputManager.Key(Key.Enter)); AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden); AddStep("Enter song select", () => { InputManager.Key(Key.Enter); InputManager.Key(Key.Enter); }); AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden); } [Test] public void TestPushMatchSubScreenAndPressBackButtonImmediately() { TestMultiplayerComponents multiplayerComponents = null; PushAndConfirm(() => multiplayerComponents = new TestMultiplayerComponents()); AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType().SingleOrDefault()?.IsLoaded == true); AddStep("open room", () => multiplayerComponents.ChildrenOfType().Single().Open()); AddStep("press back button", () => Game.ChildrenOfType().First().Action()); AddWaitStep("wait two frames", 2); } [Test] public void TestOverlayClosing() { // use now playing overlay for "overlay -> background" drag case // since most overlays use a scroll container that absorbs on mouse down NowPlayingOverlay nowPlayingOverlay = null; AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType().FirstOrDefault()) != null); AddStep("enter menu", () => InputManager.Key(Key.Enter)); AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible); AddStep("open now playing", () => InputManager.Key(Key.F6)); AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // drag tests // background -> toolbar AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight)); AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left)); AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre)); AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left)); AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden); AddStep("press now playing hotkey", () => InputManager.Key(Key.F6)); // toolbar -> background AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left)); AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight)); AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left)); AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // background -> overlay AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left)); AddStep("move cursor to now playing overlay", () => InputManager.MoveMouseTo(nowPlayingOverlay.ScreenSpaceDrawQuad.Centre)); AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left)); AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // overlay -> background AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left)); AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight)); AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left)); AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // background -> background AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left)); AddStep("move cursor to left", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomLeft)); AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left)); AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden); AddStep("press now playing hotkey", () => InputManager.Key(Key.F6)); // click tests // toolbar AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre)); AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left)); AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible); // background AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight)); AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left)); AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden); } [Test] public void TestExitGameFromSongSelect() { PushAndConfirm(() => new TestPlaySongSelect()); exitViaEscapeAndConfirm(); pushEscape(); // returns to osu! logo AddStep("Hold escape", () => InputManager.PressKey(Key.Escape)); AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen); AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape)); AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null); AddStep("test dispose doesn't crash", () => Game.Dispose()); } private void clickMouseInCentre() { InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre); InputManager.Click(MouseButton.Left); } private void pushEscape() => AddStep("Press escape", () => InputManager.Key(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(); } public class TestPlaySongSelect : PlaySongSelect { public ModSelectOverlay ModSelectOverlay => ModSelect; public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions; protected override bool DisplayStableImportPrompt => false; } } }