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105342e5bf
Part of the screen footer refactor. Once footer content is being managed by `OsuScreen`, the current tests which simply create the tested overlay and `ScreenFooter` in a container will no longer work. This PR refactors them to use `ScreenTestScene` with the setup being creating a dedicated testing `OsuScreen` which does the bare minimum to create the tested overlay and necessary components (eg. `FooterButtonFreeModsV2` for `TestSceneFreeModsOverlay`). Most of the changes here can be described as `%s/<...>Overlay/screen.Overlay/g`, with some minor touchups as necessary, given that we're now testing a more complete flow which checks more things that were previously not handled by the tests. ## [Move footer to front in ScreenTestScene](https://github.com/ppy/osu/commit/f8740e0403b3c0badd60d394c737f2aa912a9ed6) Self-explanatory. Without it the footer would show below the actual overlay, breaking tests depending on manual input. For the sake of tests not breaking in CI, both #36718 and this have this included - would prefer the former to be merged first since it was already reviewed there. ## `TestSceneModSelectOverlay` There were a few tests (`TestColumnHidingOnIsValidChange`, `TestColumnHidingOnTextFilterChange`, and `TestHidingOverlayClearsTextSearch`) that would create a custom overlay instance instead of the globally provided one. I've tested both and the tests run fine with the default overlay, so they're now using that instead. ## `TestSceneFreeModSelectOverlay` Updated to use footer v2. --------- Co-authored-by: Dean Herbert <pe@ppy.sh>
122 lines
4.4 KiB
C#
122 lines
4.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using osu.Game.Screens;
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using osu.Game.Screens.Footer;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// A test case which can be used to test a screen (that relies on OnEntering being called to execute startup instructions).
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/// </summary>
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public abstract partial class ScreenTestScene : OsuManualInputManagerTestScene, IOverlayManager
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{
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protected readonly OsuScreenStack Stack;
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private readonly Container content;
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private readonly Container overlayContent;
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protected override Container<Drawable> Content => content;
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[Cached(typeof(IDialogOverlay))]
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protected DialogOverlay DialogOverlay { get; private set; }
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[Cached]
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protected ScreenFooter ScreenFooter { get; private set; }
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protected ScreenTestScene()
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{
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ScreenStackFooter screenStackFooter;
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ScreenFooter.BackReceptor backReceptor;
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base.Content.AddRange(new Drawable[]
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{
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backReceptor = new ScreenFooter.BackReceptor(),
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new PopoverContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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Stack = new OsuScreenStack
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{
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Name = nameof(ScreenTestScene),
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RelativeSizeAxes = Axes.Both
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},
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// TODO: is this ever used? it probably shouldn't be.
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content = new Container { RelativeSizeAxes = Axes.Both },
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overlayContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = DialogOverlay = new DialogOverlay()
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},
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screenStackFooter = new ScreenStackFooter(Stack, backReceptor)
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{
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BackButtonPressed = () => Stack.Exit()
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}
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}
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},
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});
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ScreenFooter = screenStackFooter.Footer;
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Stack.ScreenPushed += (_, newScreen) => Logger.Log($"{nameof(ScreenTestScene)} screen changed → {newScreen}");
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Stack.ScreenExited += (_, newScreen) => Logger.Log($"{nameof(ScreenTestScene)} screen changed ← {newScreen}");
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}
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protected void LoadScreen(OsuScreen screen) => Stack.Push(screen);
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[SetUpSteps]
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public virtual void SetUpSteps() => addExitAllScreensStep();
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[TearDownSteps]
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public virtual void TearDownSteps()
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{
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if (DebugUtils.IsNUnitRunning)
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addExitAllScreensStep();
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}
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private void addExitAllScreensStep()
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{
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AddUntilStep("exit all screens", () =>
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{
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if (Stack.CurrentScreen == null) return true;
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Stack.Exit();
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return false;
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});
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}
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#region IOverlayManager
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IBindable<OverlayActivation> IOverlayManager.OverlayActivationMode { get; } = new Bindable<OverlayActivation>(OverlayActivation.All);
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// in the blocking methods below it is important to be careful about threading (e.g. use `Expire()` rather than `Remove()`, and schedule transforms),
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// because in the worst case the clean-up methods could be called from async disposal.
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IDisposable IOverlayManager.RegisterBlockingOverlay(OverlayContainer overlayContainer)
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{
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overlayContent.Add(overlayContainer);
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return new InvokeOnDisposal(() => overlayContainer.Expire());
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}
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void IOverlayManager.ShowBlockingOverlay(OverlayContainer overlay)
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=> Schedule(() => Stack.FadeColour(OsuColour.Gray(0.5f), 500, Easing.OutQuint));
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void IOverlayManager.HideBlockingOverlay(OverlayContainer overlay)
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=> Schedule(() => Stack.FadeColour(Colour4.White, 500, Easing.OutQuint));
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#endregion
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}
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}
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