// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using System.Threading; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Events; using osu.Framework.Input.States; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Play; using osu.Game.Screens.Play.PlayerSettings; using osu.Game.Screens.Select; using osu.Game.Tests.Resources; using osu.Game.Users; using osuTK; using osuTK.Graphics; namespace osu.Game.Tests.Visual.Background { [TestFixture] public class TestSceneUserDimBackgrounds : ManualInputManagerTestScene { public override IReadOnlyList RequiredTypes => new[] { typeof(ScreenWithBeatmapBackground), typeof(PlayerLoader), typeof(Player), typeof(UserDimContainer), typeof(OsuScreen) }; private DummySongSelect songSelect; private TestPlayerLoader playerLoader; private TestPlayer player; private BeatmapManager manager; private RulesetStore rulesets; [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio) { Dependencies.Cache(rulesets = new RulesetStore(ContextFactory)); Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default)); Dependencies.Cache(new OsuConfigManager(LocalStorage)); manager.Import(TestResources.GetTestBeatmapForImport()).Wait(); Beatmap.SetDefault(); } [SetUp] public virtual void SetUp() => Schedule(() => { var stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both }; Child = stack; stack.Push(songSelect = new DummySongSelect()); }); /// /// Check if properly triggers the visual settings preview when a user hovers over the visual settings panel. /// [Test] public void PlayerLoaderSettingsHoverTest() { setupUserSettings(); AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer { BlockLoad = true }))); AddUntilStep("Wait for Player Loader to load", () => playerLoader?.IsLoaded ?? false); AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent()); AddStep("Trigger background preview", () => { InputManager.MoveMouseTo(playerLoader.ScreenPos); InputManager.MoveMouseTo(playerLoader.VisualSettingsPos); }); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos)); waitForDim(); AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect()); } /// /// 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 cause visual settings to be unapplied unless checked for in PlayerLoader. /// We need to check that in this scenario, the dim and blur is still properly applied after entering player. /// [Test] public void PlayerLoaderTransitionTest() { performFullSetup(); AddStep("Trigger hover event", () => playerLoader.TriggerOnHover()); AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent()); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); } /// /// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard. /// [Test] public void StoryboardBackgroundVisibilityTest() { performFullSetup(); createFakeStoryboard(); AddStep("Enable Storyboard", () => { player.ReplacesBackground.Value = true; player.StoryboardEnabled.Value = true; }); waitForDim(); AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible); AddStep("Disable Storyboard", () => { player.ReplacesBackground.Value = false; player.StoryboardEnabled.Value = false; }); waitForDim(); AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible); } /// /// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background. /// [Test] public void StoryboardTransitionTest() { performFullSetup(); createFakeStoryboard(); AddStep("Exit to song select", () => player.Exit()); waitForDim(); AddAssert("Background is visible", () => songSelect.IsBackgroundVisible()); } /// /// Ensure is properly accepting user-defined visual changes for a background. /// [Test] public void DisableUserDimBackgroundTest() { performFullSetup(); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); AddStep("Enable user dim", () => songSelect.DimEnabled.Value = false); waitForDim(); AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled()); AddStep("Disable user dim", () => songSelect.DimEnabled.Value = true); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); } /// /// Ensure is properly accepting user-defined visual changes for a storyboard. /// [Test] public void DisableUserDimStoryboardTest() { performFullSetup(); createFakeStoryboard(); AddStep("Enable Storyboard", () => { player.ReplacesBackground.Value = true; player.StoryboardEnabled.Value = true; }); AddStep("Enable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = true); AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f); waitForDim(); AddAssert("Storyboard is invisible", () => !player.IsStoryboardVisible); AddStep("Disable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = false); waitForDim(); AddAssert("Storyboard is visible", () => player.IsStoryboardVisible); } /// /// Check if the visual settings container retains dim and blur when pausing /// [Test] public void PauseTest() { performFullSetup(true); AddStep("Pause", () => player.Pause()); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); AddStep("Unpause", () => player.Resume()); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); } /// /// Check if the visual settings container removes user dim when suspending for /// [Test] public void TransitionTest() { performFullSetup(); FadeAccessibleResults results = null; AddStep("Transition to Results", () => player.Push(results = new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } }))); AddUntilStep("Wait for results is current", () => results.IsCurrentScreen()); waitForDim(); AddAssert("Screen is undimmed, original background retained", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect()); } /// /// Check if background gets undimmed and unblurred when leaving for /// [Test] public void TransitionOutTest() { performFullSetup(); AddStep("Exit to song select", () => player.Exit()); waitForDim(); AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect()); } /// /// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim. /// [Test] public void ResumeFromPlayerTest() { performFullSetup(); AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos)); AddStep("Resume PlayerLoader", () => player.Restart()); waitForDim(); AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied()); AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos)); waitForDim(); AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect()); } private void waitForDim() => AddWaitStep("Wait for dim", 5); private void createFakeStoryboard() => AddStep("Create storyboard", () => { player.StoryboardEnabled.Value = false; player.ReplacesBackground.Value = false; player.DimmableStoryboard.Add(new OsuSpriteText { Size = new Vector2(500, 50), Alpha = 1, Colour = Color4.White, Anchor = Anchor.Centre, Origin = Anchor.Centre, Text = "THIS IS A STORYBOARD", Font = new FontUsage(size: 50) }); }); private void performFullSetup(bool allowPause = false) { setupUserSettings(); AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer(allowPause)))); AddUntilStep("Wait for Player Loader to load", () => playerLoader.IsLoaded); AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos)); AddUntilStep("Wait for player to load", () => player.IsLoaded); } private void setupUserSettings() { AddUntilStep("Song select has selection", () => songSelect.Carousel?.SelectedBeatmap != null); AddStep("Set default user settings", () => { SelectedMods.Value = SelectedMods.Value.Concat(new[] { new OsuModNoFail() }).ToArray(); songSelect.DimLevel.Value = 0.7f; songSelect.BlurLevel.Value = 0.4f; }); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); rulesets?.Dispose(); } private class DummySongSelect : PlaySongSelect { protected override BackgroundScreen CreateBackground() { FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value); DimEnabled.BindTo(background.EnableUserDim); return background; } public readonly Bindable DimEnabled = new Bindable(); public readonly Bindable DimLevel = new BindableDouble(); public readonly Bindable BlurLevel = new BindableDouble(); public new BeatmapCarousel Carousel => base.Carousel; [BackgroundDependencyLoader] private void load(OsuConfigManager config) { config.BindWith(OsuSetting.DimLevel, DimLevel); config.BindWith(OsuSetting.BlurLevel, BlurLevel); } public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1f - ((FadeAccessibleBackground)Background).CurrentDim); public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White; public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR); public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0); public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0; public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1; public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR); /// /// Make sure every time a screen gets pushed, the background doesn't get replaced /// /// Whether or not the original background (The one created in DummySongSelect) is still the current background public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen(); } private class FadeAccessibleResults : SoloResults { public FadeAccessibleResults(ScoreInfo score) : base(score) { } protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value); public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR); } private class TestPlayer : Visual.TestPlayer { protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value); public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard; // Whether or not the player should be allowed to load. public bool BlockLoad; public Bindable StoryboardEnabled; public readonly Bindable ReplacesBackground = new Bindable(); public readonly Bindable IsPaused = new Bindable(); public TestPlayer(bool allowPause = true) : base(allowPause) { } public bool IsStoryboardVisible => DimmableStoryboard.ContentDisplayed; [BackgroundDependencyLoader] private void load(OsuConfigManager config, CancellationToken token) { while (BlockLoad && !token.IsCancellationRequested) Thread.Sleep(1); StoryboardEnabled = config.GetBindable(OsuSetting.ShowStoryboard); ReplacesBackground.BindTo(Background.StoryboardReplacesBackground); DrawableRuleset.IsPaused.BindTo(IsPaused); } } private class TestPlayerLoader : PlayerLoader { public VisualSettings VisualSettingsPos => VisualSettings; public BackgroundScreen ScreenPos => Background; public TestPlayerLoader(Player player) : base(() => player) { } public void TriggerOnHover() => OnHover(new HoverEvent(new InputState())); public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR); protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value); } private class FadeAccessibleBackground : BackgroundScreenBeatmap { protected override DimmableBackground CreateFadeContainer() => dimmable = new TestDimmableBackground { RelativeSizeAxes = Axes.Both }; public Color4 CurrentColour => dimmable.CurrentColour; public float CurrentAlpha => dimmable.CurrentAlpha; public float CurrentDim => dimmable.DimLevel; public Vector2 CurrentBlur => Background.BlurSigma; private TestDimmableBackground dimmable; public FadeAccessibleBackground(WorkingBeatmap beatmap) : base(beatmap) { } } private class TestDimmableBackground : BackgroundScreenBeatmap.DimmableBackground { public Color4 CurrentColour => Content.Colour; public float CurrentAlpha => Content.Alpha; public new float DimLevel => base.DimLevel; } } }