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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.cs
Dan Balasescu 733ce4c382 Fix incorrect dependency caching
These are tested framework-side to throw exceptions, but the
test is ignored for the source generated version because it quietly
allows this scenario.

The source gen project should eventually have an analyser for these
unsupported cases, or we could consider relaxing this particular case.
2023-07-20 22:30:49 +09:00

112 lines
3.9 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osu.Game.Tests.Gameplay;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneSkinnableHUDOverlay : SkinnableTestScene
{
private HUDOverlay hudOverlay;
[Cached(typeof(ScoreProcessor))]
private ScoreProcessor scoreProcessor { get; set; }
[Cached(typeof(HealthProcessor))]
private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
// best way to check without exposing.
private Drawable hideTarget => hudOverlay.ChildrenOfType<SkinComponentsContainer>().First();
private Drawable keyCounterFlow => hudOverlay.ChildrenOfType<KeyCounterDisplay>().First().ChildrenOfType<FillFlowContainer<KeyCounter>>().Single();
public TestSceneSkinnableHUDOverlay()
{
scoreProcessor = gameplayState.ScoreProcessor;
}
[Test]
public void TestComboCounterIncrementing()
{
createNew();
AddRepeatStep("increase combo", () => scoreProcessor.Combo.Value++, 10);
AddStep("reset combo", () => scoreProcessor.Combo.Value = 0);
}
[Test]
public void TestFadesInOnLoadComplete()
{
float? initialAlpha = null;
createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
AddAssert("initial alpha was less than 1", () => initialAlpha < 1);
}
[Test]
public void TestHideExternally()
{
createNew();
AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
AddUntilStep("hidetarget is hidden", () => hideTarget.Alpha, () => Is.LessThanOrEqualTo(0));
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
}
private void createNew(Action<HUDOverlay> action = null)
{
AddStep("create overlay", () =>
{
SetContents(_ =>
{
hudOverlay = new HUDOverlay(null, Array.Empty<Mod>());
// Add any key just to display the key counter visually.
hudOverlay.InputCountController.Add(new KeyCounterKeyboardTrigger(Key.Space));
action?.Invoke(hudOverlay);
return hudOverlay;
});
});
AddUntilStep("HUD overlay loaded", () => hudOverlay.IsAlive);
AddUntilStep("components container loaded",
() => hudOverlay.ChildrenOfType<SkinComponentsContainer>().Any(scc => scc.ComponentsLoaded));
}
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
}
}