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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneBeatmapSkinFallbacks.cs
Dean Herbert a92e42bb84 Rename SkinnableTargetContainer to SkinComponentsContainer
Also use full `SkinComponentsContainerLookup` instead of the sub-type.
This will potentially be useful once we bring in per-ruleset targets.
2023-02-15 18:37:41 +09:00

134 lines
5.8 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;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.Containers;
using osu.Framework.Lists;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osu.Game.Storyboards;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneBeatmapSkinFallbacks : OsuPlayerTestScene
{
private ISkin currentBeatmapSkin = null!;
[Resolved]
private SkinManager skinManager { get; set; } = null!;
protected override bool HasCustomSteps => true;
[Test]
public void TestEmptyLegacyBeatmapSkinFallsBack()
{
CreateSkinTest(TrianglesSkin.CreateInfo(), () => new LegacyBeatmapSkin(new BeatmapInfo(), null));
AddUntilStep("wait for hud load", () => Player.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
AddAssert("hud from default skin", () => AssertComponentsFromExpectedSource(SkinComponentsContainerLookup.TargetArea.MainHUDComponents, skinManager.CurrentSkin.Value));
}
protected void CreateSkinTest(SkinInfo gameCurrentSkin, Func<ISkin> getBeatmapSkin)
{
CreateTest(() =>
{
AddStep("setup skins", () =>
{
skinManager.CurrentSkinInfo.Value = gameCurrentSkin.ToLiveUnmanaged();
currentBeatmapSkin = getBeatmapSkin();
});
});
}
protected bool AssertComponentsFromExpectedSource(SkinComponentsContainerLookup.TargetArea target, ISkin expectedSource)
{
var targetContainer = Player.ChildrenOfType<SkinComponentsContainer>().First(s => s.Lookup.Target == target);
var actualComponentsContainer = targetContainer.ChildrenOfType<Container>().SingleOrDefault(c => c.Parent == targetContainer);
if (actualComponentsContainer == null)
return false;
var actualInfo = actualComponentsContainer.CreateSerialisedInfo();
var expectedComponentsContainer = expectedSource.GetDrawableComponent(new SkinComponentsContainerLookup(target)) as Container;
if (expectedComponentsContainer == null)
return false;
var expectedComponentsAdjustmentContainer = new DependencyProvidingContainer
{
Position = actualComponentsContainer.Parent.ToSpaceOfOtherDrawable(actualComponentsContainer.DrawPosition, Content),
Size = actualComponentsContainer.DrawSize,
Child = expectedComponentsContainer,
// proxy the same required dependencies that `actualComponentsContainer` is using.
CachedDependencies = new (Type, object)[]
{
(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
(typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
},
};
Add(expectedComponentsAdjustmentContainer);
expectedComponentsAdjustmentContainer.UpdateSubTree();
var expectedInfo = expectedComponentsContainer.CreateSerialisedInfo();
Remove(expectedComponentsAdjustmentContainer, true);
return almostEqual(actualInfo, expectedInfo);
}
private static bool almostEqual(SerialisedDrawableInfo drawableInfo, SerialisedDrawableInfo? other) =>
other != null
&& drawableInfo.Type == other.Type
&& drawableInfo.Anchor == other.Anchor
&& drawableInfo.Origin == other.Origin
&& Precision.AlmostEquals(drawableInfo.Position, other.Position, 1)
&& Precision.AlmostEquals(drawableInfo.Scale, other.Scale)
&& Precision.AlmostEquals(drawableInfo.Rotation, other.Rotation)
&& drawableInfo.Children.SequenceEqual(other.Children, new FuncEqualityComparer<SerialisedDrawableInfo>(almostEqual));
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new CustomSkinWorkingBeatmap(beatmap, storyboard, Clock, Audio, currentBeatmapSkin);
protected override Ruleset CreatePlayerRuleset() => new TestOsuRuleset();
private class CustomSkinWorkingBeatmap : ClockBackedTestWorkingBeatmap
{
private readonly ISkin beatmapSkin;
public CustomSkinWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard, IFrameBasedClock referenceClock, AudioManager audio, ISkin beatmapSkin)
: base(beatmap, storyboard, referenceClock, audio)
{
this.beatmapSkin = beatmapSkin;
}
protected internal override ISkin GetSkin() => beatmapSkin;
}
private class TestOsuRuleset : OsuRuleset
{
public override ISkin CreateSkinTransformer(ISkin skin, IBeatmap beatmap) => new TestOsuLegacySkinTransformer(skin);
private class TestOsuLegacySkinTransformer : OsuLegacySkinTransformer
{
public TestOsuLegacySkinTransformer(ISkin skin)
: base(skin)
{
}
}
}
}
}