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osu-lazer/osu.Game/Tests/Visual/OsuManualInputManagerTestScene.cs
Dean Herbert 9aff646ff4 Centralise all multiplayer button clicking test logic
This adds the "wait for enabled" check in a way that can be easily
reused, as it keeps getting missed in test implementations.

This particular commit hopefully fixes
https://github.com/ppy/osu/runs/4583845033?check_suite_focus=true.
2021-12-21 13:49:51 +09:00

156 lines
6.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Framework.Testing.Input;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
public abstract class OsuManualInputManagerTestScene : OsuTestScene
{
protected override Container<Drawable> Content => content;
private readonly Container content;
protected readonly ManualInputManager InputManager;
private readonly TriangleButton buttonTest;
private readonly TriangleButton buttonLocal;
/// <summary>
/// Whether to create a nested container to handle <see cref="GlobalAction"/>s that result from local (manual) test input.
/// This should be disabled when instantiating an <see cref="OsuGame"/> instance else actions will be lost.
/// </summary>
protected virtual bool CreateNestedActionContainer => true;
protected OsuManualInputManagerTestScene()
{
MenuCursorContainer cursorContainer;
CompositeDrawable mainContent = cursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both };
cursorContainer.Child = content = new OsuTooltipContainer(cursorContainer.Cursor)
{
RelativeSizeAxes = Axes.Both
};
if (CreateNestedActionContainer)
{
mainContent = new GlobalActionContainer(null).WithChild(mainContent);
}
base.Content.AddRange(new Drawable[]
{
InputManager = new ManualInputManager
{
UseParentInput = true,
Child = mainContent
},
new Container
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding(5),
CornerRadius = 5,
Masking = true,
Children = new Drawable[]
{
new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Alpha = 0.5f,
},
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Margin = new MarginPadding(5),
Spacing = new Vector2(5),
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Text = "Input Priority"
},
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Margin = new MarginPadding(5),
Spacing = new Vector2(5),
Direction = FillDirection.Horizontal,
Children = new Drawable[]
{
buttonLocal = new TriangleButton
{
Text = "local",
Size = new Vector2(50, 30),
Action = returnUserInput
},
buttonTest = new TriangleButton
{
Text = "test",
Size = new Vector2(50, 30),
Action = returnTestInput
},
}
},
}
},
}
},
});
}
/// <summary>
/// Wait for a button to become enabled, then click it.
/// </summary>
/// <typeparam name="T"></typeparam>
protected void ClickButtonWhenEnabled<T>()
where T : Drawable
{
if (typeof(T) == typeof(Button))
AddUntilStep($"wait for {typeof(T).Name} enabled", () => (this.ChildrenOfType<T>().Single() as Button)?.Enabled.Value == true);
else
AddUntilStep($"wait for {typeof(T).Name} enabled", () => this.ChildrenOfType<T>().Single().ChildrenOfType<Button>().Single().Enabled.Value);
AddStep($"click {typeof(T).Name}", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<T>().Single());
InputManager.Click(MouseButton.Left);
});
}
protected override void Update()
{
base.Update();
buttonTest.Enabled.Value = InputManager.UseParentInput;
buttonLocal.Enabled.Value = !InputManager.UseParentInput;
}
private void returnUserInput() =>
InputManager.UseParentInput = true;
private void returnTestInput() =>
InputManager.UseParentInput = false;
}
}