mirror of
https://github.com/ppy/osu.git
synced 2024-11-09 09:37:42 +08:00
728 lines
34 KiB
C#
728 lines
34 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.UserInterface;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Collections;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.UserInterface;
|
|
using osu.Game.Online.Leaderboards;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Overlays.BeatmapListing;
|
|
using osu.Game.Overlays.Mods;
|
|
using osu.Game.Overlays.Toolbar;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Menu;
|
|
using osu.Game.Screens.OnlinePlay.Lounge;
|
|
using osu.Game.Screens.OnlinePlay.Playlists;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Ranking;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Screens.Select.Leaderboards;
|
|
using osu.Game.Screens.Select.Options;
|
|
using osu.Game.Tests.Beatmaps.IO;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Tests.Visual.Navigation
|
|
{
|
|
public partial class TestSceneScreenNavigation : OsuGameTestScene
|
|
{
|
|
private const float click_padding = 25;
|
|
|
|
private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
|
|
|
|
private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
|
|
|
|
[TestCase(false)]
|
|
[TestCase(true)]
|
|
public void TestConfirmationRequiredToDiscardPlaylist(bool withPlaylistItemAdded)
|
|
{
|
|
Screens.OnlinePlay.Playlists.Playlists playlistScreen = null;
|
|
|
|
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
|
|
|
|
PushAndConfirm(() => playlistScreen = new Screens.OnlinePlay.Playlists.Playlists());
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
|
|
AddStep("open create screen", () =>
|
|
{
|
|
InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<CreatePlaylistsRoomButton>().Single());
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
if (withPlaylistItemAdded)
|
|
{
|
|
AddUntilStep("wait for settings displayed",
|
|
() => (playlistScreen.CurrentSubScreen as PlaylistsRoomSubScreen)?.ChildrenOfType<PlaylistsRoomSettingsOverlay>().SingleOrDefault()?.State.Value == Visibility.Visible);
|
|
|
|
AddStep("edit playlist", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for song select", () => (playlistScreen.CurrentSubScreen as PlaylistsSongSelect)?.BeatmapSetsLoaded == true);
|
|
|
|
AddUntilStep("wait for selection", () => !Game.Beatmap.IsDefault);
|
|
|
|
AddStep("add item", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for return to playlist screen", () => playlistScreen.CurrentSubScreen is PlaylistsRoomSubScreen);
|
|
|
|
pushEscape();
|
|
AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
|
|
|
|
AddStep("confirm exit", () => InputManager.Key(Key.Enter));
|
|
|
|
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
|
|
|
|
exitViaEscapeAndConfirm();
|
|
}
|
|
else
|
|
{
|
|
pushEscape();
|
|
AddAssert("confirmation dialog not shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
|
|
|
|
exitViaEscapeAndConfirm();
|
|
}
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitSongSelectWithEscape()
|
|
{
|
|
TestPlaySongSelect songSelect = null;
|
|
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
|
|
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
|
|
pushEscape();
|
|
AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
|
|
exitViaEscapeAndConfirm();
|
|
}
|
|
|
|
[Test]
|
|
public void TestSongSelectBackActionHandling()
|
|
{
|
|
TestPlaySongSelect songSelect = null;
|
|
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddStep("set filter", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
|
|
AddStep("press back", () => InputManager.Click(MouseButton.Button1));
|
|
|
|
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
|
|
AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
|
|
|
|
AddStep("set filter again", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
|
|
AddStep("open collections dropdown", () =>
|
|
{
|
|
InputManager.MoveMouseTo(songSelect.ChildrenOfType<CollectionDropdown>().Single());
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
AddStep("press back once", () => InputManager.Click(MouseButton.Button1));
|
|
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
|
|
AddAssert("collections dropdown closed", () => songSelect
|
|
.ChildrenOfType<CollectionDropdown>().Single()
|
|
.ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu>().Single().State == MenuState.Closed);
|
|
|
|
AddStep("press back a second time", () => InputManager.Click(MouseButton.Button1));
|
|
AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
|
|
|
|
AddStep("press back a third time", () => InputManager.Click(MouseButton.Button1));
|
|
ConfirmAtMainMenu();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This tests that the F1 key will open the mod select overlay, and not be handled / blocked by the music controller (which has the same default binding
|
|
/// but should be handled *after* song select).
|
|
/// </summary>
|
|
[Test]
|
|
public void TestOpenModSelectOverlayUsingAction()
|
|
{
|
|
TestPlaySongSelect songSelect = null;
|
|
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
|
|
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRetryCountIncrements()
|
|
{
|
|
Player player = null;
|
|
|
|
Screens.Select.SongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
AddStep("press enter", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
DismissAnyNotifications();
|
|
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
|
|
});
|
|
|
|
AddAssert("retry count is 0", () => player.RestartCount == 0);
|
|
|
|
AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
|
|
AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);
|
|
|
|
AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
|
|
AddAssert("retry count is 1", () => player.RestartCount == 1);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRetryFromResults()
|
|
{
|
|
var getOriginalPlayer = playToResults();
|
|
|
|
AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
|
|
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
|
|
}
|
|
|
|
[Test]
|
|
public void TestDeleteAllScoresAfterPlaying()
|
|
{
|
|
playToResults();
|
|
|
|
ScoreInfo score = null;
|
|
LeaderboardScore scorePanel = null;
|
|
|
|
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
|
|
|
|
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
|
|
|
|
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
|
|
|
|
AddStep("show local scores",
|
|
() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
|
|
|
|
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
|
|
|
|
AddStep("open options", () => InputManager.Key(Key.F3));
|
|
|
|
AddStep("choose clear all scores", () => InputManager.Key(Key.Number4));
|
|
|
|
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
|
|
AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
|
|
AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
|
|
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
|
|
|
|
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
|
|
|
|
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
|
|
}
|
|
|
|
[Test]
|
|
public void TestDeleteScoreAfterPlaying()
|
|
{
|
|
playToResults();
|
|
|
|
ScoreInfo score = null;
|
|
LeaderboardScore scorePanel = null;
|
|
|
|
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
|
|
|
|
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
|
|
|
|
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
|
|
|
|
AddStep("show local scores",
|
|
() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
|
|
|
|
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
|
|
|
|
AddStep("right click panel", () =>
|
|
{
|
|
InputManager.MoveMouseTo(scorePanel);
|
|
InputManager.Click(MouseButton.Right);
|
|
});
|
|
|
|
AddStep("click delete", () =>
|
|
{
|
|
var dropdownItem = Game
|
|
.ChildrenOfType<PlayBeatmapDetailArea>().First()
|
|
.ChildrenOfType<OsuContextMenu>().First()
|
|
.ChildrenOfType<DrawableOsuMenuItem>().First(i => i.Item.Text.ToString() == "Delete");
|
|
|
|
InputManager.MoveMouseTo(dropdownItem);
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
|
|
AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
|
|
AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
|
|
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
|
|
|
|
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
|
|
|
|
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
|
|
}
|
|
|
|
[TestCase(true)]
|
|
[TestCase(false)]
|
|
public void TestSongContinuesAfterExitPlayer(bool withUserPause)
|
|
{
|
|
Player player = null;
|
|
|
|
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
|
|
|
|
Screens.Select.SongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
|
|
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
if (withUserPause)
|
|
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
|
|
|
|
AddStep("press enter", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
DismissAnyNotifications();
|
|
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
|
|
});
|
|
|
|
AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);
|
|
|
|
AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
|
|
AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
|
|
|
|
pushEscape();
|
|
|
|
AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
|
|
AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
|
|
}
|
|
|
|
[Test]
|
|
public void TestMenuMakesMusic()
|
|
{
|
|
TestPlaySongSelect songSelect = null;
|
|
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
|
|
|
|
AddStep("return to menu", () => songSelect.Exit());
|
|
|
|
AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPushSongSelectAndPressBackButtonImmediately()
|
|
{
|
|
AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect()));
|
|
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
|
|
AddWaitStep("wait two frames", 2);
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitSongSelectWithClick()
|
|
{
|
|
TestPlaySongSelect songSelect = null;
|
|
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
|
|
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
|
|
|
|
AddStep("Move mouse to dimmed area", () => InputManager.MoveMouseTo(new Vector2(
|
|
songSelect.ScreenSpaceDrawQuad.TopLeft.X + 1,
|
|
songSelect.ScreenSpaceDrawQuad.TopLeft.Y + songSelect.ScreenSpaceDrawQuad.Height / 2)));
|
|
AddStep("Click left mouse button", () => InputManager.Click(MouseButton.Left));
|
|
|
|
AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
|
|
exitViaBackButtonAndConfirm();
|
|
}
|
|
|
|
[Test]
|
|
public void TestModsResetOnEnteringMultiplayer()
|
|
{
|
|
var osuAutomationMod = new OsuModAutoplay();
|
|
|
|
AddStep("Enable autoplay", () => { Game.SelectedMods.Value = new[] { osuAutomationMod }; });
|
|
|
|
PushAndConfirm(() => new Screens.OnlinePlay.Multiplayer.Multiplayer());
|
|
AddUntilStep("Mods are removed", () => Game.SelectedMods.Value.Count == 0);
|
|
|
|
AddStep("Return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
|
|
AddUntilStep("Mods are restored", () => Game.SelectedMods.Value.Contains(osuAutomationMod));
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitMultiWithEscape()
|
|
{
|
|
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
|
|
exitViaEscapeAndConfirm();
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitMultiWithBackButton()
|
|
{
|
|
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
|
|
exitViaBackButtonAndConfirm();
|
|
}
|
|
|
|
[Test]
|
|
public void TestOpenOptionsAndExitWithEscape()
|
|
{
|
|
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
|
|
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
|
|
AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
|
|
AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
|
|
AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
|
|
AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
|
|
AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
|
|
}
|
|
|
|
[Test]
|
|
public void TestWaitForNextTrackInMenu()
|
|
{
|
|
bool trackCompleted = false;
|
|
|
|
AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
|
|
AddStep("Seek close to end", () =>
|
|
{
|
|
Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
|
|
Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
|
|
});
|
|
|
|
AddUntilStep("Track was completed", () => trackCompleted);
|
|
AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
|
|
}
|
|
|
|
[Test]
|
|
public void TestModSelectInput()
|
|
{
|
|
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
|
|
|
|
TestPlaySongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
|
|
|
|
AddStep("Change ruleset to osu!taiko", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.Key(Key.Number2);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
});
|
|
|
|
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
|
|
|
|
AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestBeatmapOptionsInput()
|
|
{
|
|
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
|
|
TestPlaySongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());
|
|
|
|
AddStep("Change ruleset to osu!taiko", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.Key(Key.Number2);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
});
|
|
|
|
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
|
|
|
|
AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSettingsViaHotkeyFromMainMenu()
|
|
{
|
|
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
|
|
|
|
AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("press settings hotkey", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.Key(Key.O);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
});
|
|
|
|
AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestToolbarHiddenByUser()
|
|
{
|
|
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
|
|
|
|
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
|
|
AddUntilStep("Toolbar is visible", () => Game.Toolbar.State.Value == Visibility.Visible);
|
|
|
|
AddStep("Hide toolbar", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.Key(Key.T);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
});
|
|
|
|
pushEscape();
|
|
|
|
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
|
|
|
|
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("Enter song select", () =>
|
|
{
|
|
InputManager.Key(Key.Enter);
|
|
InputManager.Key(Key.Enter);
|
|
});
|
|
|
|
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPushMatchSubScreenAndPressBackButtonImmediately()
|
|
{
|
|
TestMultiplayerComponents multiplayerComponents = null;
|
|
|
|
PushAndConfirm(() => multiplayerComponents = new TestMultiplayerComponents());
|
|
|
|
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
|
|
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open());
|
|
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
|
|
AddWaitStep("wait two frames", 2);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFeaturedArtistDisclaimerDialog()
|
|
{
|
|
BeatmapListingOverlay getBeatmapListingOverlay() => Game.ChildrenOfType<BeatmapListingOverlay>().FirstOrDefault();
|
|
|
|
AddStep("Wait for notifications to load", () => Game.SearchBeatmapSet(string.Empty));
|
|
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
|
|
|
|
AddUntilStep("Wait for beatmap overlay to load", () => getBeatmapListingOverlay()?.State.Value == Visibility.Visible);
|
|
AddAssert("featured artist filter is on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
|
|
AddStep("toggle featured artist filter",
|
|
() => getBeatmapListingOverlay().ChildrenOfType<FilterTabItem<SearchGeneral>>().First(i => i.Value == SearchGeneral.FeaturedArtists).TriggerClick());
|
|
|
|
AddAssert("disclaimer dialog is shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog != null);
|
|
AddAssert("featured artist filter is still on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
|
|
|
|
AddStep("confirm", () => InputManager.Key(Key.Enter));
|
|
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
|
|
|
|
AddUntilStep("featured artist filter is off", () => !getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
|
|
}
|
|
|
|
[Test]
|
|
public void TestMainOverlaysClosesNotificationOverlay()
|
|
{
|
|
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
|
|
|
|
AddUntilStep("Wait for notifications to load", () => Game.Notifications.IsLoaded);
|
|
AddStep("Show notifications", () => Game.Notifications.Show());
|
|
AddUntilStep("wait for notifications shown", () => Game.Notifications.IsPresent && Game.Notifications.State.Value == Visibility.Visible);
|
|
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
|
|
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
|
|
AddAssert("Notifications is hidden", () => Game.Notifications.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("Show notifications", () => Game.Notifications.Show());
|
|
AddUntilStep("wait for notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
|
|
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestMainOverlaysClosesSettingsOverlay()
|
|
{
|
|
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
|
|
|
|
AddUntilStep("Wait for settings to load", () => Game.Settings.IsLoaded);
|
|
AddStep("Show settings", () => Game.Settings.Show());
|
|
AddUntilStep("wait for settings shown", () => Game.Settings.IsPresent && Game.Settings.State.Value == Visibility.Visible);
|
|
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
|
|
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
|
|
AddAssert("Settings is hidden", () => Game.Settings.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("Show settings", () => Game.Settings.Show());
|
|
AddUntilStep("wait for settings shown", () => Game.Settings.State.Value == Visibility.Visible);
|
|
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlayClosing()
|
|
{
|
|
// use now playing overlay for "overlay -> background" drag case
|
|
// since most overlays use a scroll container that absorbs on mouse down
|
|
NowPlayingOverlay nowPlayingOverlay = null;
|
|
|
|
AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);
|
|
|
|
AddStep("enter menu", () => InputManager.Key(Key.Enter));
|
|
AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);
|
|
|
|
AddStep("open now playing", () => InputManager.Key(Key.F6));
|
|
AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
|
|
|
|
// drag tests
|
|
|
|
// background -> toolbar
|
|
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
|
|
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
|
|
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
|
|
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
|
|
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
|
|
|
|
// toolbar -> background
|
|
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
|
|
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
|
|
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
|
|
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
|
|
|
|
// background -> overlay
|
|
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
|
|
AddStep("move cursor to now playing overlay", () => InputManager.MoveMouseTo(nowPlayingOverlay.ScreenSpaceDrawQuad.Centre));
|
|
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
|
|
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
|
|
|
|
// overlay -> background
|
|
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
|
|
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
|
|
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
|
|
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
|
|
|
|
// background -> background
|
|
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
|
|
AddStep("move cursor to left", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomLeft));
|
|
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
|
|
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
|
|
|
|
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
|
|
|
|
// click tests
|
|
|
|
// toolbar
|
|
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
|
|
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
|
|
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
|
|
|
|
// background
|
|
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
|
|
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
|
|
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
|
|
|
|
// move the mouse firmly inside game bounds to avoid interfering with other tests.
|
|
AddStep("center cursor", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitGameFromSongSelect()
|
|
{
|
|
PushAndConfirm(() => new TestPlaySongSelect());
|
|
exitViaEscapeAndConfirm();
|
|
|
|
pushEscape(); // returns to osu! logo
|
|
|
|
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
|
|
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
|
|
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
|
|
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
|
|
AddStep("test dispose doesn't crash", () => Game.Dispose());
|
|
}
|
|
|
|
[Test]
|
|
public void TestRapidBackButtonExit()
|
|
{
|
|
AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
|
|
|
|
AddStep("press escape twice rapidly", () =>
|
|
{
|
|
InputManager.Key(Key.Escape);
|
|
InputManager.Key(Key.Escape);
|
|
});
|
|
|
|
pushEscape();
|
|
|
|
AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
|
|
}
|
|
|
|
private Func<Player> playToResults()
|
|
{
|
|
Player player = null;
|
|
|
|
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
|
|
|
|
Screens.Select.SongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
|
|
|
|
AddStep("press enter", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
DismissAnyNotifications();
|
|
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
|
|
});
|
|
|
|
AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
|
|
AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
|
|
AddUntilStep("wait for pass", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
|
|
return () => player;
|
|
}
|
|
|
|
private void pushEscape() =>
|
|
AddStep("Press escape", () => InputManager.Key(Key.Escape));
|
|
|
|
private void exitViaEscapeAndConfirm()
|
|
{
|
|
pushEscape();
|
|
ConfirmAtMainMenu();
|
|
}
|
|
|
|
private void exitViaBackButtonAndConfirm()
|
|
{
|
|
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
|
|
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
|
|
ConfirmAtMainMenu();
|
|
}
|
|
|
|
public partial class TestPlaySongSelect : PlaySongSelect
|
|
{
|
|
public ModSelectOverlay ModSelectOverlay => ModSelect;
|
|
|
|
public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;
|
|
}
|
|
}
|
|
}
|