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241ecb63a1
Allows checking that the cursor is actually hidden in `TestSceneOsuGame.TestCursorHidesWhenIdle`.
203 lines
7.1 KiB
C#
203 lines
7.1 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osuTK.Graphics;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// A scene which tests full game flow.
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/// </summary>
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public abstract class OsuGameTestScene : OsuManualInputManagerTestScene
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{
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protected TestOsuGame Game;
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protected override bool UseFreshStoragePerRun => true;
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protected override bool CreateNestedActionContainer => false;
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protected override bool DisplayCursorForManualInput => false;
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[BackgroundDependencyLoader]
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private void load()
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{
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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};
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}
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[SetUpSteps]
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public virtual void SetUpSteps()
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{
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AddStep("Create new game instance", () =>
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{
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if (Game?.Parent != null)
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Remove(Game, true);
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RecycleLocalStorage(false);
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CreateGame();
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});
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AddUntilStep("Wait for load", () => Game.IsLoaded);
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AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
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ConfirmAtMainMenu();
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}
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[TearDownSteps]
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public virtual void TearDownSteps()
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{
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if (DebugUtils.IsNUnitRunning && Game != null)
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{
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AddStep("exit game", () => Game.Exit());
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AddUntilStep("wait for game exit", () => Game.Parent == null);
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}
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}
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protected void CreateGame()
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{
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AddGame(Game = CreateTestGame());
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}
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protected virtual TestOsuGame CreateTestGame() => new TestOsuGame(LocalStorage, API);
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protected void PushAndConfirm(Func<Screen> newScreen)
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{
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Screen screen = null;
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IScreen previousScreen = null;
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AddStep("Push new screen", () =>
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{
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previousScreen = Game.ScreenStack.CurrentScreen;
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Game.ScreenStack.Push(screen = newScreen());
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});
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AddUntilStep("Wait for new screen", () => screen.IsLoaded
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&& Game.ScreenStack.CurrentScreen != previousScreen
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&& previousScreen.GetChildScreen() == screen);
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}
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protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
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/// <summary>
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/// Dismisses any notifications pushed which block from interacting with the game (or block screens from loading, e.g. <see cref="Player"/>).
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/// </summary>
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protected void DismissAnyNotifications() => Game.Notifications.State.Value = Visibility.Hidden;
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public class TestOsuGame : OsuGame
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{
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public new const float SIDE_OVERLAY_OFFSET_RATIO = OsuGame.SIDE_OVERLAY_OFFSET_RATIO;
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public new ScreenStack ScreenStack => base.ScreenStack;
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public RealmAccess Realm => Dependencies.Get<RealmAccess>();
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public new GlobalCursorDisplay GlobalCursorDisplay => base.GlobalCursorDisplay;
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public new BackButton BackButton => base.BackButton;
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public new BeatmapManager BeatmapManager => base.BeatmapManager;
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public new ScoreManager ScoreManager => base.ScoreManager;
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public new Container ScreenOffsetContainer => base.ScreenOffsetContainer;
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public new SettingsOverlay Settings => base.Settings;
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public new NotificationOverlay Notifications => base.Notifications;
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public new FirstRunSetupOverlay FirstRunOverlay => base.FirstRunOverlay;
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public new MusicController MusicController => base.MusicController;
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public new OsuConfigManager LocalConfig => base.LocalConfig;
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public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
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public new Bindable<RulesetInfo> Ruleset => base.Ruleset;
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public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
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// if we don't apply these changes, when running under nUnit the version that gets populated is that of nUnit.
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public override Version AssemblyVersion => new Version(0, 0);
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public override string Version => "test game";
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protected override Loader CreateLoader() => new TestLoader();
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public new void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null) => base.PerformFromScreen(action, validScreens);
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public TestOsuGame(Storage storage, IAPIProvider api, string[] args = null)
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: base(args)
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{
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Storage = storage;
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API = api;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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LocalConfig.SetValue(OsuSetting.IntroSequence, IntroSequence.Circles);
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LocalConfig.SetValue(OsuSetting.ShowFirstRunSetup, false);
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API.Login("Rhythm Champion", "osu!");
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Dependencies.Get<SessionStatics>().SetValue(Static.MutedAudioNotificationShownOnce, true);
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// set applied version to latest so that the BackgroundBeatmapProcessor doesn't consider
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// beatmap star ratings as outdated and reset them throughout the test.
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foreach (var ruleset in RulesetStore.AvailableRulesets)
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ruleset.LastAppliedDifficultyVersion = ruleset.CreateInstance().CreateDifficultyCalculator(Beatmap.Default).Version;
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}
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protected override void Update()
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{
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base.Update();
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// when running in visual tests and the window loses focus, we generally don't want the game to pause.
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((Bindable<bool>)IsActive).Value = true;
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}
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}
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public class TestLoader : Loader
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{
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protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
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private class TestShaderPrecompiler : ShaderPrecompiler
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{
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protected override bool AllLoaded => true;
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}
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}
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}
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}
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