// 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.Extensions; using osu.Framework.Graphics.Containers; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Overlays; using osu.Game.Screens; using osu.Game.Screens.Menu; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps.IO; using osuTK.Input; using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation; namespace osu.Game.Tests.Visual.Navigation { public class TestScenePerformFromScreen : OsuGameTestScene { private bool actionPerformed; public override void SetUpSteps() { AddStep("reset status", () => actionPerformed = false); base.SetUpSteps(); } [Test] public void TestPerformAtMenu() { AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddAssert("did perform", () => actionPerformed); } [Test] public void TestPerformAtSongSelect() { PushAndConfirm(() => new TestPlaySongSelect()); AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestPlaySongSelect) })); AddAssert("did perform", () => actionPerformed); AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect); } [Test] public void TestPerformAtMenuFromSongSelect() { PushAndConfirm(() => new TestPlaySongSelect()); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddUntilStep("returned to menu", () => Game.ScreenStack.CurrentScreen is MainMenu); AddAssert("did perform", () => actionPerformed); } [Test] public void TestPerformAtSongSelectFromPlayerLoader() { importAndWaitForSongSelect(); AddStep("Press enter", () => InputManager.Key(Key.Enter)); AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestPlaySongSelect) })); AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect); AddAssert("did perform", () => actionPerformed); } [Test] public void TestPerformAtMenuFromPlayerLoader() { importAndWaitForSongSelect(); AddStep("Press enter", () => InputManager.Key(Key.Enter)); AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is MainMenu); AddAssert("did perform", () => actionPerformed); } [Test] public void TestOverlaysAlwaysClosed() { ChatOverlay chat = null; AddUntilStep("is at menu", () => Game.ScreenStack.CurrentScreen is MainMenu); AddUntilStep("wait for chat load", () => (chat = Game.ChildrenOfType().SingleOrDefault()) != null); AddStep("show chat", () => InputManager.Key(Key.F8)); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddUntilStep("still at menu", () => Game.ScreenStack.CurrentScreen is MainMenu); AddAssert("did perform", () => actionPerformed); AddAssert("chat closed", () => chat.State.Value == Visibility.Hidden); } [TestCase(true)] [TestCase(false)] public void TestPerformBlockedByDialog(bool confirmed) { DialogBlockingScreen blocker = null; PushAndConfirm(() => blocker = new DialogBlockingScreen()); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddWaitStep("wait a bit", 10); AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen); AddAssert("did not perform", () => !actionPerformed); AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1); AddUntilStep("wait for dialog display", () => Game.Dependencies.Get().IsLoaded); if (confirmed) { AddStep("accept dialog", () => InputManager.Key(Key.Number1)); AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get().CurrentDialog == null); AddUntilStep("did perform", () => actionPerformed); } else { AddStep("cancel dialog", () => InputManager.Key(Key.Number2)); AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen); AddAssert("did not perform", () => !actionPerformed); } } [TestCase(true)] [TestCase(false)] public void TestPerformBlockedByDialogNested(bool confirmSecond) { DialogBlockingScreen blocker = null; DialogBlockingScreen blocker2 = null; PushAndConfirm(() => blocker = new DialogBlockingScreen()); PushAndConfirm(() => blocker2 = new DialogBlockingScreen()); AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true)); AddUntilStep("wait for dialog", () => blocker2.ExitAttempts == 1); AddWaitStep("wait a bit", 10); AddUntilStep("wait for dialog display", () => Game.Dependencies.Get().IsLoaded); AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker2); AddAssert("did not perform", () => !actionPerformed); AddAssert("only one exit attempt", () => blocker2.ExitAttempts == 1); AddStep("accept dialog", () => InputManager.Key(Key.Number1)); AddUntilStep("screen changed", () => Game.ScreenStack.CurrentScreen == blocker); AddUntilStep("wait for second dialog", () => blocker.ExitAttempts == 1); AddAssert("did not perform", () => !actionPerformed); AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1); if (confirmSecond) { AddStep("accept dialog", () => InputManager.Key(Key.Number1)); AddUntilStep("did perform", () => actionPerformed); } else { AddStep("cancel dialog", () => InputManager.Key(Key.Number2)); AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker); AddAssert("did not perform", () => !actionPerformed); } } private void importAndWaitForSongSelect() { AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).WaitSafely()); PushAndConfirm(() => new TestPlaySongSelect()); AddUntilStep("beatmap updated", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID == 241526); } public class DialogBlockingScreen : OsuScreen { [Resolved] private DialogOverlay dialogOverlay { get; set; } private int dialogDisplayCount; public int ExitAttempts { get; private set; } public override bool OnExiting(IScreen next) { ExitAttempts++; if (dialogDisplayCount++ < 1) { dialogOverlay.Push(new ConfirmExitDialog(this.Exit, () => { })); return true; } return base.OnExiting(next); } } } }