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osu-lazer/osu.Game.Tests/Visual/TestCaseBackgroundScreenBeatmap.cs

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