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osu-lazer/osu.Game/Tests/Visual/OsuGameTestScene.cs
Salman Ahmed 241ecb63a1 Hide manual input manager cursor in OsuGameTestScenes
Allows checking that the cursor is actually hidden in
`TestSceneOsuGame.TestCursorHidesWhenIdle`.
2022-10-15 00:20:22 +03:00

203 lines
7.1 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.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Development;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
using osuTK.Graphics;
using IntroSequence = osu.Game.Configuration.IntroSequence;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// A scene which tests full game flow.
/// </summary>
public abstract class OsuGameTestScene : OsuManualInputManagerTestScene
{
protected TestOsuGame Game;
protected override bool UseFreshStoragePerRun => true;
protected override bool CreateNestedActionContainer => false;
protected override bool DisplayCursorForManualInput => false;
[BackgroundDependencyLoader]
private void load()
{
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
};
}
[SetUpSteps]
public virtual void SetUpSteps()
{
AddStep("Create new game instance", () =>
{
if (Game?.Parent != null)
Remove(Game, true);
RecycleLocalStorage(false);
CreateGame();
});
AddUntilStep("Wait for load", () => Game.IsLoaded);
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
ConfirmAtMainMenu();
}
[TearDownSteps]
public virtual void TearDownSteps()
{
if (DebugUtils.IsNUnitRunning && Game != null)
{
AddStep("exit game", () => Game.Exit());
AddUntilStep("wait for game exit", () => Game.Parent == null);
}
}
protected void CreateGame()
{
AddGame(Game = CreateTestGame());
}
protected virtual TestOsuGame CreateTestGame() => new TestOsuGame(LocalStorage, API);
protected void PushAndConfirm(Func<Screen> newScreen)
{
Screen screen = null;
IScreen previousScreen = null;
AddStep("Push new screen", () =>
{
previousScreen = Game.ScreenStack.CurrentScreen;
Game.ScreenStack.Push(screen = newScreen());
});
AddUntilStep("Wait for new screen", () => screen.IsLoaded
&& Game.ScreenStack.CurrentScreen != previousScreen
&& previousScreen.GetChildScreen() == screen);
}
protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
/// <summary>
/// Dismisses any notifications pushed which block from interacting with the game (or block screens from loading, e.g. <see cref="Player"/>).
/// </summary>
protected void DismissAnyNotifications() => Game.Notifications.State.Value = Visibility.Hidden;
public class TestOsuGame : OsuGame
{
public new const float SIDE_OVERLAY_OFFSET_RATIO = OsuGame.SIDE_OVERLAY_OFFSET_RATIO;
public new ScreenStack ScreenStack => base.ScreenStack;
public RealmAccess Realm => Dependencies.Get<RealmAccess>();
public new GlobalCursorDisplay GlobalCursorDisplay => base.GlobalCursorDisplay;
public new BackButton BackButton => base.BackButton;
public new BeatmapManager BeatmapManager => base.BeatmapManager;
public new ScoreManager ScoreManager => base.ScoreManager;
public new Container ScreenOffsetContainer => base.ScreenOffsetContainer;
public new SettingsOverlay Settings => base.Settings;
public new NotificationOverlay Notifications => base.Notifications;
public new FirstRunSetupOverlay FirstRunOverlay => base.FirstRunOverlay;
public new MusicController MusicController => base.MusicController;
public new OsuConfigManager LocalConfig => base.LocalConfig;
public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
public new Bindable<RulesetInfo> Ruleset => base.Ruleset;
public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
// if we don't apply these changes, when running under nUnit the version that gets populated is that of nUnit.
public override Version AssemblyVersion => new Version(0, 0);
public override string Version => "test game";
protected override Loader CreateLoader() => new TestLoader();
public new void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null) => base.PerformFromScreen(action, validScreens);
public TestOsuGame(Storage storage, IAPIProvider api, string[] args = null)
: base(args)
{
Storage = storage;
API = api;
}
protected override void LoadComplete()
{
base.LoadComplete();
LocalConfig.SetValue(OsuSetting.IntroSequence, IntroSequence.Circles);
LocalConfig.SetValue(OsuSetting.ShowFirstRunSetup, false);
API.Login("Rhythm Champion", "osu!");
Dependencies.Get<SessionStatics>().SetValue(Static.MutedAudioNotificationShownOnce, true);
// set applied version to latest so that the BackgroundBeatmapProcessor doesn't consider
// beatmap star ratings as outdated and reset them throughout the test.
foreach (var ruleset in RulesetStore.AvailableRulesets)
ruleset.LastAppliedDifficultyVersion = ruleset.CreateInstance().CreateDifficultyCalculator(Beatmap.Default).Version;
}
protected override void Update()
{
base.Update();
// when running in visual tests and the window loses focus, we generally don't want the game to pause.
((Bindable<bool>)IsActive).Value = true;
}
}
public class TestLoader : Loader
{
protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
private class TestShaderPrecompiler : ShaderPrecompiler
{
protected override bool AllLoaded => true;
}
}
}
}