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334 lines
12 KiB
C#
334 lines
12 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.Collections.Generic;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ScreenWithBeatmapBackground),
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typeof(PlayerLoader),
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typeof(Player)
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};
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private DummySongSelect songSelect;
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private DimAccessiblePlayerLoader playerLoader;
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private DimAccessiblePlayer player;
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[Cached]
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private BackgroundScreenStack backgroundStack;
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private void performSetup()
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{
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AddUntilStep(() =>
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{
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if (!songSelect.IsCurrentScreen())
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{
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songSelect.MakeCurrent();
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return false;
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}
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return true;
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}, "Wait for song select is current");
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AddStep("Load new player to song select", () => songSelect.Push(player = new DimAccessiblePlayer { Ready = true }));
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AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
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}
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public TestCaseBackgroundScreenBeatmap()
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{
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ScreenStack screen;
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InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
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InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
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AddStep("Load Song Select", () =>
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{
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songSelect?.MakeCurrent();
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songSelect?.Exit();
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LoadComponentAsync(new DummySongSelect(), p =>
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{
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songSelect = p;
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screen.Push(p);
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songSelect.UpdateBindables();
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});
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});
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AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
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AddStep("Create beatmap", () =>
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{
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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{
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new HitCircle
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{
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StartTime = 3000,
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Position = new Vector2(0, 0),
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},
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new HitCircle
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{
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StartTime = 15000,
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Position = new Vector2(0, 0),
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}
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},
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});
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});
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
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AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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AddStep("Trigger background preview", () =>
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{
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InputManager.MoveMouseTo(playerLoader.ScreenPos);
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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});
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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AddStep("Allow beatmap to load", () =>
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{
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player.Ready = true;
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InputManager.MoveMouseTo(playerLoader.ScreenPos);
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});
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// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
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// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
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// We need to check that in this scenario, the dim is still properly applied after entering player.
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AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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AddStep("Trigger background preview when loaded", () =>
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{
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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InputManager.MoveMouseTo(playerLoader.ScreenPos);
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});
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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// Make sure the background is fully invisible (not dimmed) when the background should be disabled by the storyboard.
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AddStep("Enable storyboard", () =>
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{
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player.ReplacesBackground.Value = true;
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player.StoryboardEnabled.Value = true;
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});
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AddWaitStep(5, "Wait for dim");
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AddAssert("Background is invisible", () => songSelect.AssertInvisible());
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AddStep("Disable storyboard", () => player.ReplacesBackground.Value = false);
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AddWaitStep(5, "Wait for dim");
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AddAssert("Background is visible", () => songSelect.AssertVisible());
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}
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/// <summary>
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/// Check if the fade container is properly being reset when screen dim is disabled.
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/// </summary>
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[Test]
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public void DisableUserDimTest()
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{
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performSetup();
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AddStep("Test User Undimming", () => songSelect.DimEnabled.Value = false);
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
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}
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/// <summary>
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/// Check if the fade container is properly being faded when screen dim is enabled.
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/// </summary>
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[Test]
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public void EnableUserDimTest()
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{
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performSetup();
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AddStep("Test User Dimming", () => songSelect.DimEnabled.Value = true);
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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}
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/// <summary>
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/// Check if the fade container retains dim when pausing
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/// </summary>
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[Test]
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public void PauseTest()
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{
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performSetup();
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AddStep("Transition to Pause", () =>
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{
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if (!player.IsPaused)
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player.Exit();
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});
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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}
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/// <summary>
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/// Check if the fade container removes user dim when suspending player for results
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/// </summary>
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[Test]
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public void TransitionTest()
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{
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performSetup();
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AddStep("Transition to Results", () => player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
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AddAssert("Background retained from song select", () => songSelect.AssertBackgroundCurrent());
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}
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/// <summary>
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/// Check if background gets undimmed when leaving the player for the previous screen
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/// </summary>
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[Test]
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public void TransitionOutTest()
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{
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performSetup();
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AddUntilStep(() =>
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{
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if (!songSelect.IsCurrentScreen())
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{
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songSelect.MakeCurrent();
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return false;
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}
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return true;
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}, "Wait for song select is current");
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AddWaitStep(5, "Wait for dim");
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AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
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}
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private class DummySongSelect : OsuScreen
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
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public void UpdateBindables()
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{
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DimEnabled.BindTo(((FadeAccessibleBackground)Background).EnableUserDim);
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}
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public bool AssertDimmed()
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{
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return ((FadeAccessibleBackground)Background).AssertDimmed();
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}
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public bool AssertUndimmed()
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{
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return ((FadeAccessibleBackground)Background).AssertUndimmed();
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}
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public bool AssertInvisible()
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{
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return ((FadeAccessibleBackground)Background).AssertInvisible();
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}
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public bool AssertVisible()
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{
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return ((FadeAccessibleBackground)Background).AssertVisible();
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}
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/// <summary>
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/// Make sure every time a screen gets pushed, the background doesn't get replaced
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/// </summary>
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/// <returns>Whether or not the original background is still the current background</returns>
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public bool AssertBackgroundCurrent()
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{
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return ((FadeAccessibleBackground)Background).IsCurrentScreen();
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}
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}
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private class FadeAccesibleResults : SoloResults
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{
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public FadeAccesibleResults(ScoreInfo score) : base(score)
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{
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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}
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private class DimAccessiblePlayer : Player
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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public bool Ready;
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public Bindable<bool> StoryboardEnabled;
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public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
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public bool IsPaused => RulesetContainer.IsPaused;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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while (!Ready)
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Thread.Sleep(1);
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StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
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}
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}
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private class DimAccessiblePlayerLoader : PlayerLoader
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{
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public VisualSettings VisualSettingsPos => VisualSettings;
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public BackgroundScreen ScreenPos => Background;
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[Resolved]
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private BackgroundScreenStack stack { get; set; }
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public DimAccessiblePlayerLoader(Player player) : base(() => player)
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{
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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}
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private class FadeAccessibleBackground : BackgroundScreenBeatmap
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{
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private Bindable<float> dimLevel;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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dimLevel = config.GetBindable<float>(OsuSetting.DimLevel);
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}
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public bool AssertDimmed()
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{
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return FadeContainer.Colour == OsuColour.Gray(1 - dimLevel);
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}
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public bool AssertUndimmed()
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{
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return FadeContainer.Colour == Color4.White;
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}
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public bool AssertInvisible()
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{
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return FadeContainer.Alpha == 0;
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}
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public bool AssertVisible()
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{
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return FadeContainer.Alpha == 1;
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}
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}
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}
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}
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