mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 14:12:54 +08:00
91 lines
2.6 KiB
C#
91 lines
2.6 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.Allocation;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Tests.Beatmaps;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Tests.Visual
|
|
{
|
|
/// <summary>
|
|
/// A base class which runs <see cref="Player"/> test for all available rulesets.
|
|
/// Steps to be run for each ruleset should be added via <see cref="AddCheckSteps"/>.
|
|
/// </summary>
|
|
public abstract class AllPlayersTestCase : RateAdjustedBeatmapTestCase
|
|
{
|
|
protected Player Player;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(RulesetStore rulesets)
|
|
{
|
|
Add(new Box
|
|
{
|
|
RelativeSizeAxes = Framework.Graphics.Axes.Both,
|
|
Colour = Color4.Black,
|
|
Depth = int.MaxValue
|
|
});
|
|
|
|
foreach (var r in rulesets.AvailableRulesets)
|
|
{
|
|
Player p = null;
|
|
AddStep(r.Name, () => p = loadPlayerFor(r));
|
|
AddUntilStep(() =>
|
|
{
|
|
if (p?.IsLoaded == true)
|
|
{
|
|
p = null;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}, "player loaded");
|
|
|
|
AddCheckSteps();
|
|
}
|
|
}
|
|
|
|
protected abstract void AddCheckSteps();
|
|
|
|
protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
|
|
|
|
protected virtual WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock clock) =>
|
|
new TestWorkingBeatmap(beatmap, Clock);
|
|
|
|
private Player loadPlayerFor(RulesetInfo ri)
|
|
{
|
|
Ruleset.Value = ri;
|
|
var r = ri.CreateInstance();
|
|
|
|
var beatmap = CreateBeatmap(r);
|
|
var working = CreateWorkingBeatmap(beatmap, Clock);
|
|
|
|
Beatmap.Value = working;
|
|
Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
|
|
|
|
Player?.Exit();
|
|
Player = null;
|
|
|
|
Player = CreatePlayer(r);
|
|
|
|
LoadScreen(Player);
|
|
|
|
return Player;
|
|
}
|
|
|
|
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
|
|
{
|
|
AllowPause = false,
|
|
AllowLeadIn = false,
|
|
AllowResults = false,
|
|
};
|
|
}
|
|
}
|