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6416f59c7b
Closes https://github.com/ppy/osu/issues/33542. For a diff this simple this took much more hemming and hawing because things are a bit annoying here from a few angles: - The only way that is considered idiomatic right now for a skin component to not be applicable to a screen is to require a dependency from DI that is only provided by applicable screens. `DrawableGameplayLeaderboard` has a few of those dependencies, but the scope of all the usages makes it so that the only really viable one to use here is `IGameplayLeaderboardProvider` itself (see: visual tests, and also the usage of multiplayer spectator, where the leaderboard is *not* under a player instance). - The smelly part of this is that the `Player` inheritance hierarchy must ensure that *every* non-abstract class has an `IGameplayLeaderboardProvider` cached. It is not trivial - if not straight up impossible - to force this via some `Player` level abstract method, because such a method would need to somehow accommodate all possible leaderboard providers. That however also means that every possible future `Player` implementor *must inherently know* to also cache a leaderboard provider lest it die at runtime. I don't love that, but I also don't see better alternatives. - Speaking of which, I also noticed that solo spectator and playlists don't have gameplay leaderboards. At all. Which I don't believe to be something that I broke with the leaderboard work - I'm pretty sure that was the pre-existing state - however I don't see any reason why they *couldn't* receive gameplay leaderboards. I'm not doing that here, though, just leaving TODOs for later.
114 lines
4.1 KiB
C#
114 lines
4.1 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Skinning;
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using osu.Game.Tests.Gameplay;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneSkinnableHUDOverlay : SkinnableTestScene
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{
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private HUDOverlay hudOverlay;
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[Cached(typeof(ScoreProcessor))]
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private ScoreProcessor scoreProcessor { get; set; }
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new TrackVirtual(60000), false, false);
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[Cached(typeof(IGameplayLeaderboardProvider))]
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private EmptyGameplayLeaderboardProvider leaderboardProvider = new EmptyGameplayLeaderboardProvider();
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.ChildrenOfType<SkinnableContainer>().First();
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private Drawable keyCounterFlow => hudOverlay.ChildrenOfType<KeyCounterDisplay>().First().ChildrenOfType<FillFlowContainer<KeyCounter>>().Single();
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public TestSceneSkinnableHUDOverlay()
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{
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scoreProcessor = gameplayState.ScoreProcessor;
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}
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[Test]
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public void TestComboCounterIncrementing()
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{
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createNew();
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AddRepeatStep("increase combo", () => scoreProcessor.Combo.Value++, 10);
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AddStep("reset combo", () => scoreProcessor.Combo.Value = 0);
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}
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[Test]
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public void TestFadesInOnLoadComplete()
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{
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float? initialAlpha = null;
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createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
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AddAssert("initial alpha was less than 1", () => initialAlpha < 1);
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}
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[Test]
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public void TestHideExternally()
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{
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createNew();
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AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
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AddUntilStep("hidetarget is hidden", () => hideTarget.Alpha, () => Is.LessThanOrEqualTo(0));
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
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AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
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}
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private void createNew(Action<HUDOverlay> action = null)
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{
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AddStep("create overlay", () =>
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{
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SetContents(_ =>
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{
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hudOverlay = new HUDOverlay(new DrawableOsuRuleset(new OsuRuleset(), new OsuBeatmap()), Array.Empty<Mod>());
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action?.Invoke(hudOverlay);
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return hudOverlay;
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});
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});
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AddUntilStep("HUD overlay loaded", () => hudOverlay.IsAlive);
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AddUntilStep("components container loaded",
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() => hudOverlay.ChildrenOfType<SkinnableContainer>().Any(scc => scc.ComponentsLoaded));
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}
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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}
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}
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