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osu-lazer/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarouselV2NoGrouping.cs
2025-02-07 15:30:31 +09:00

255 lines
8.0 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 NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Filter;
using osu.Game.Screens.SelectV2;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.SongSelect
{
[TestFixture]
public partial class TestSceneBeatmapCarouselV2NoGrouping : BeatmapCarouselV2TestScene
{
[SetUpSteps]
public void SetUpSteps()
{
RemoveAllBeatmaps();
CreateCarousel();
SortBy(new FilterCriteria { Sort = SortMode.Title });
}
/// <summary>
/// Keyboard selection via up and down arrows doesn't actually change the selection until
/// the select key is pressed.
/// </summary>
[Test]
public void TestKeyboardSelectionKeyRepeat()
{
AddBeatmaps(10);
WaitForDrawablePanels();
CheckNoSelection();
Select();
CheckNoSelection();
AddStep("press down arrow", () => InputManager.PressKey(Key.Down));
checkSelectionIterating(false);
AddStep("press up arrow", () => InputManager.PressKey(Key.Up));
checkSelectionIterating(false);
AddStep("release down arrow", () => InputManager.ReleaseKey(Key.Down));
checkSelectionIterating(false);
AddStep("release up arrow", () => InputManager.ReleaseKey(Key.Up));
checkSelectionIterating(false);
Select();
CheckHasSelection();
}
/// <summary>
/// Keyboard selection via left and right arrows moves between groups, updating the selection
/// immediately.
/// </summary>
[Test]
public void TestGroupSelectionKeyRepeat()
{
AddBeatmaps(10);
WaitForDrawablePanels();
CheckNoSelection();
AddStep("press right arrow", () => InputManager.PressKey(Key.Right));
checkSelectionIterating(true);
AddStep("press left arrow", () => InputManager.PressKey(Key.Left));
checkSelectionIterating(true);
AddStep("release right arrow", () => InputManager.ReleaseKey(Key.Right));
checkSelectionIterating(true);
AddStep("release left arrow", () => InputManager.ReleaseKey(Key.Left));
checkSelectionIterating(false);
}
[Test]
public void TestCarouselRemembersSelection()
{
AddBeatmaps(10);
WaitForDrawablePanels();
SelectNextGroup();
object? selection = null;
AddStep("store drawable selection", () => selection = GetSelectedPanel()?.Item?.Model);
CheckHasSelection();
AddAssert("drawable selection non-null", () => selection, () => Is.Not.Null);
AddAssert("drawable selection matches carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
RemoveAllBeatmaps();
AddUntilStep("no drawable selection", GetSelectedPanel, () => Is.Null);
AddBeatmaps(10);
WaitForDrawablePanels();
CheckHasSelection();
AddAssert("no drawable selection", GetSelectedPanel, () => Is.Null);
AddStep("add previous selection", () => BeatmapSets.Add(((BeatmapInfo)selection!).BeatmapSet!));
AddAssert("selection matches original carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
AddUntilStep("drawable selection restored", () => GetSelectedPanel()?.Item?.Model, () => Is.EqualTo(selection));
AddAssert("carousel item is visible", () => GetSelectedPanel()?.Item?.IsVisible, () => Is.True);
}
[Test]
public void TestTraversalBeyondStart()
{
const int total_set_count = 200;
AddBeatmaps(total_set_count);
WaitForDrawablePanels();
SelectNextGroup();
WaitForSelection(0, 0);
SelectPrevGroup();
WaitForSelection(total_set_count - 1, 0);
}
[Test]
public void TestTraversalBeyondEnd()
{
const int total_set_count = 200;
AddBeatmaps(total_set_count);
WaitForDrawablePanels();
SelectPrevGroup();
WaitForSelection(total_set_count - 1, 0);
SelectNextGroup();
WaitForSelection(0, 0);
}
[Test]
public void TestGroupSelectionOnHeader()
{
AddBeatmaps(10, 3);
WaitForDrawablePanels();
SelectNextGroup();
SelectNextGroup();
WaitForSelection(1, 0);
SelectPrevPanel();
SelectPrevGroup();
WaitForSelection(1, 0);
SelectPrevPanel();
SelectNextGroup();
WaitForSelection(1, 0);
}
[Test]
public void TestKeyboardSelection()
{
AddBeatmaps(10, 3);
WaitForDrawablePanels();
SelectNextPanel();
SelectNextPanel();
SelectNextPanel();
SelectNextPanel();
CheckNoSelection();
Select();
WaitForSelection(3, 0);
SelectNextPanel();
WaitForSelection(3, 0);
Select();
WaitForSelection(3, 1);
SelectNextPanel();
WaitForSelection(3, 1);
Select();
WaitForSelection(3, 2);
SelectNextPanel();
WaitForSelection(3, 2);
Select();
WaitForSelection(4, 0);
}
[Test]
public void TestEmptyTraversal()
{
SelectNextPanel();
CheckNoSelection();
SelectNextGroup();
CheckNoSelection();
SelectPrevPanel();
CheckNoSelection();
SelectPrevGroup();
CheckNoSelection();
}
[Test]
public void TestInputHandlingWithinGaps()
{
AddBeatmaps(2, 5);
WaitForDrawablePanels();
AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
// Clicks just above the first group panel should not actuate any action.
ClickVisiblePanelWithOffset<BeatmapSetPanel>(0, new Vector2(0, -(BeatmapSetPanel.HEIGHT / 2 + 1)));
AddAssert("no beatmaps visible", () => !GetVisiblePanels<BeatmapPanel>().Any());
ClickVisiblePanelWithOffset<BeatmapSetPanel>(0, new Vector2(0, -(BeatmapSetPanel.HEIGHT / 2)));
AddUntilStep("wait for beatmaps visible", () => GetVisiblePanels<BeatmapPanel>().Any());
WaitForSelection(0, 0);
// Beatmap panels expand their selection area to cover holes from spacing.
ClickVisiblePanelWithOffset<BeatmapPanel>(1, new Vector2(0, -(CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
WaitForSelection(0, 0);
// Panels with higher depth will handle clicks in the gutters for simplicity.
ClickVisiblePanelWithOffset<BeatmapPanel>(2, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
WaitForSelection(0, 2);
ClickVisiblePanelWithOffset<BeatmapPanel>(3, new Vector2(0, (CarouselItem.DEFAULT_HEIGHT / 2 + 1)));
WaitForSelection(0, 3);
}
private void checkSelectionIterating(bool isIterating)
{
object? selection = null;
for (int i = 0; i < 3; i++)
{
AddStep("store selection", () => selection = Carousel.CurrentSelection);
if (isIterating)
AddUntilStep("selection changed", () => Carousel.CurrentSelection != selection);
else
AddUntilStep("selection not changed", () => Carousel.CurrentSelection == selection);
}
}
}
}