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627 lines
28 KiB
C#
627 lines
28 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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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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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.Graphics.UserInterface;
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using osu.Game.Online.Leaderboards;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Screens.Select.Options;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneScreenNavigation : OsuGameTestScene
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{
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private const float click_padding = 25;
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private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
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private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
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[Test]
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public void TestExitSongSelectWithEscape()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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pushEscape();
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AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaEscapeAndConfirm();
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}
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/// <summary>
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/// 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
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/// but should be handled *after* song select).
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/// </summary>
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[Test]
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public void TestOpenModSelectOverlayUsingAction()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestEditComponentDuringGameplay()
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{
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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SkinEditor skinEditor = null;
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AddStep("open skin editor", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.S);
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InputManager.ReleaseKey(Key.ControlLeft);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType<SkinEditor>().FirstOrDefault()) != null);
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AddStep("Click gameplay scene button", () =>
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{
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skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick();
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});
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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BarHitErrorMeter hitErrorMeter = null;
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AddUntilStep("select bar hit error blueprint", () =>
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{
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
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if (blueprint == null)
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return false;
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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return true;
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});
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AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
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AddStep("hover first slider", () =>
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{
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InputManager.MoveMouseTo(
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skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
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.ChildrenOfType<SettingsSlider<float>>().First()
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.ChildrenOfType<SliderBar<float>>().First()
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);
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});
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AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
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AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
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}
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[Test]
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public void TestRetryCountIncrements()
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{
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Player player = null;
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddAssert("retry count is 0", () => player.RestartCount == 0);
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AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);
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AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddAssert("retry count is 1", () => player.RestartCount == 1);
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}
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[Test]
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public void TestRetryFromResults()
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{
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var getOriginalPlayer = playToResults();
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AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
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}
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[Test]
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public void TestDeleteAllScoresAfterPlaying()
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{
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playToResults();
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ScoreInfo score = null;
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LeaderboardScore scorePanel = null;
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AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
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AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddStep("show local scores",
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() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
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AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
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AddStep("open options", () => InputManager.Key(Key.F3));
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AddStep("choose clear all scores", () => InputManager.Key(Key.Number4));
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AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
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AddUntilStep("wait for dialog", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog != null);
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AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
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AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog == null);
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AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
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AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
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}
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[Test]
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public void TestDeleteScoreAfterPlaying()
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{
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playToResults();
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ScoreInfo score = null;
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LeaderboardScore scorePanel = null;
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AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
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AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddStep("show local scores",
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() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
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AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
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AddStep("right click panel", () =>
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{
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InputManager.MoveMouseTo(scorePanel);
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InputManager.Click(MouseButton.Right);
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});
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AddStep("click delete", () =>
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{
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var dropdownItem = Game
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.ChildrenOfType<PlayBeatmapDetailArea>().First()
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.ChildrenOfType<OsuContextMenu>().First()
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.ChildrenOfType<DrawableOsuMenuItem>().First(i => i.Item.Text.ToString() == "Delete");
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InputManager.MoveMouseTo(dropdownItem);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
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AddUntilStep("wait for dialog", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog != null);
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AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
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AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog == null);
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AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
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AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestSongContinuesAfterExitPlayer(bool withUserPause)
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{
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Player player = null;
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IWorkingBeatmap beatmap() => Game.Beatmap.Value;
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
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AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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}
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[Test]
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public void TestMenuMakesMusic()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
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AddStep("return to menu", () => songSelect.Exit());
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AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
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}
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[Test]
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public void TestPushSongSelectAndPressBackButtonImmediately()
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{
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AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect()));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddWaitStep("wait two frames", 2);
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}
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[Test]
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public void TestExitSongSelectWithClick()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
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AddUntilStep("Back button is hovered", () => Game.ChildrenOfType<BackButton>().First().Children.Any(c => c.IsHovered));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestExitMultiWithEscape()
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{
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PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
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exitViaEscapeAndConfirm();
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}
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[Test]
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public void TestExitMultiWithBackButton()
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{
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PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestOpenOptionsAndExitWithEscape()
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{
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AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
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AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
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AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
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AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
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AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
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}
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[Test]
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public void TestWaitForNextTrackInMenu()
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{
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bool trackCompleted = false;
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AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
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AddStep("Seek close to end", () =>
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{
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Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
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Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
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});
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AddUntilStep("Track was completed", () => trackCompleted);
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AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
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}
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[Test]
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public void TestModSelectInput()
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{
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AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddStep("Change ruleset to osu!taiko", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.Number2);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
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AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestBeatmapOptionsInput()
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{
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AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());
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AddStep("Change ruleset to osu!taiko", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.Number2);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
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AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestSettingsViaHotkeyFromMainMenu()
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{
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AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);
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AddStep("press settings hotkey", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.O);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestToolbarHiddenByUser()
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{
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AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddUntilStep("Toolbar is visible", () => Game.Toolbar.State.Value == Visibility.Visible);
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AddStep("Hide toolbar", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.T);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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pushEscape();
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
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AddStep("Enter song select", () =>
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{
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InputManager.Key(Key.Enter);
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InputManager.Key(Key.Enter);
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});
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AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
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}
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[Test]
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public void TestPushMatchSubScreenAndPressBackButtonImmediately()
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{
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TestMultiplayerComponents multiplayerComponents = null;
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PushAndConfirm(() => multiplayerComponents = new TestMultiplayerComponents());
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AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
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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 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);
|
|
}
|
|
|
|
[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());
|
|
}
|
|
|
|
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", () =>
|
|
{
|
|
// dismiss any notifications that may appear (ie. muted notification).
|
|
clickMouseInCentre();
|
|
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 clickMouseInCentre()
|
|
{
|
|
InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
|
|
InputManager.Click(MouseButton.Left);
|
|
}
|
|
|
|
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 class TestPlaySongSelect : PlaySongSelect
|
|
{
|
|
public ModSelectOverlay ModSelectOverlay => ModSelect;
|
|
|
|
public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;
|
|
|
|
protected override bool DisplayStableImportPrompt => false;
|
|
}
|
|
}
|
|
}
|