// 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 osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Shapes; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.UserInterface; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Screens; using osu.Game.Screens.Menu; using osuTK.Graphics; using IntroSequence = osu.Game.Configuration.IntroSequence; namespace osu.Game.Tests.Visual.Navigation { /// /// A scene which tests full game flow. /// public abstract class OsuGameTestScene : ManualInputManagerTestScene { private GameHost host; protected TestOsuGame Game; [BackgroundDependencyLoader] private void load(GameHost host) { this.host = host; Child = new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black, }; } [SetUpSteps] public void SetUpSteps() { AddStep("Create new game instance", () => { if (Game != null) { Remove(Game); Game.Dispose(); } RecycleLocalStorage(); // see MouseSettings var frameworkConfig = host.Dependencies.Get(); frameworkConfig.GetBindable(FrameworkSetting.CursorSensitivity).Disabled = false; CreateGame(); }); AddUntilStep("Wait for load", () => Game.IsLoaded); AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen); ConfirmAtMainMenu(); } protected void CreateGame() { Game = new TestOsuGame(LocalStorage, API); Game.SetHost(host); // todo: this can be removed once we can run audio tracks without a device present // see https://github.com/ppy/osu/issues/1302 Game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles); Add(Game); } protected void PushAndConfirm(Func newScreen) { Screen screen = null; AddStep("Push new screen", () => Game.ScreenStack.Push(screen = newScreen())); AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen == screen && screen.IsLoaded); } protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded); public class TestOsuGame : OsuGame { public new ScreenStack ScreenStack => base.ScreenStack; public new BackButton BackButton => base.BackButton; public new BeatmapManager BeatmapManager => base.BeatmapManager; public new SettingsPanel Settings => base.Settings; public new MusicController MusicController => base.MusicController; public new OsuConfigManager LocalConfig => base.LocalConfig; public new Bindable Beatmap => base.Beatmap; public new Bindable Ruleset => base.Ruleset; // if we don't do this, when running under nUnit the version that gets populated is that of nUnit. public override string Version => "test game"; protected override Loader CreateLoader() => new TestLoader(); public new void PerformFromScreen(Action action, IEnumerable validScreens = null) => base.PerformFromScreen(action, validScreens); public TestOsuGame(Storage storage, IAPIProvider api) { Storage = storage; API = api; } protected override void LoadComplete() { base.LoadComplete(); API.Login("Rhythm Champion", "osu!"); Dependencies.Get().Set(Static.MutedAudioNotificationShownOnce, true); } } public class TestLoader : Loader { protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler(); private class TestShaderPrecompiler : ShaderPrecompiler { protected override bool AllLoaded => true; } } } }