// 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.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; 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.Overlays.Mods; using osu.Game.Screens; using osu.Game.Screens.Menu; using osu.Game.Screens.Play; using osu.Game.Screens.Select; using osu.Game.Tests.Beatmaps.IO; using osuTK; using osuTK.Graphics; using osuTK.Input; using IntroSequence = osu.Game.Configuration.IntroSequence; namespace osu.Game.Tests.Visual.Menus { public class TestSceneScreenNavigation : ManualInputManagerTestScene { private const float click_padding = 25; private GameHost host; private TestOsuGame game; 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)); [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(); } game = new TestOsuGame(LocalStorage, API); game.SetHost(host); // todo: this can be removed once we can run audio trakcs without a device present // see https://github.com/ppy/osu/issues/1302 game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles); Add(game); }); AddUntilStep("Wait for load", () => game.IsLoaded); AddUntilStep("Wait for intro", () => game.ScreenStack.CurrentScreen is IntroScreen); confirmAtMainMenu(); } [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; Track track() => beatmap().Track; 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", () => !track().IsRunning); AddAssert("Ensure time before preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime); pushEscape(); AddUntilStep("wait for track playing", () => track().IsRunning); AddAssert("Ensure time wasn't reset to preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime); } [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); } private 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); } 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 confirmAtMainMenu() => AddUntilStep("Wait for main menu", () => game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded); private void pressAndRelease(Key key) { InputManager.PressKey(key); InputManager.ReleaseKey(key); } private class TestOsuGame : OsuGame { public new ScreenStack ScreenStack => base.ScreenStack; public new BackButton BackButton => base.BackButton; public new SettingsPanel Settings => base.Settings; public new OsuConfigManager LocalConfig => base.LocalConfig; public new Bindable Beatmap => base.Beatmap; protected override Loader CreateLoader() => new TestLoader(); public TestOsuGame(Storage storage, IAPIProvider api) { Storage = storage; API = api; } protected override void LoadComplete() { base.LoadComplete(); API.Login("Rhythm Champion", "osu!"); } } private class TestSongSelect : PlaySongSelect { public ModSelectOverlay ModSelectOverlay => ModSelect; } private class TestLoader : Loader { protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler(); private class TestShaderPrecompiler : ShaderPrecompiler { protected override bool AllLoaded => true; } } } }