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227 lines
7.9 KiB
C#
227 lines
7.9 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.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.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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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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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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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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});
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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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AddStep("Update bindables", () => playerLoader.UpdateBindables());
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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, the user dim needs to be applied when the map starts.
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AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
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AddStep("Trigger background preview when loaded", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
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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 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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AddStep("Test User Undimming", () => playerLoader.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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AddStep("Test User Dimming", () => playerLoader.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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AddStep("Transition to Pause", () => player.Exit());
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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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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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}
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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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AddStep("Exit player", () =>
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{
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player.MakeCurrent();
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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 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 bool BackgroundLoaded => Background?.IsLoaded ?? false;
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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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}
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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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[BackgroundDependencyLoader]
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private void load()
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{
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while (!Ready)
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Thread.Sleep(1);
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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 Bindable<bool> DimEnabled;
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public VisualSettings VisualSettingsPos => VisualSettings;
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public Vector2 ScreenPos => VisualSettings.ScreenSpaceDrawQuad.BottomLeft - new Vector2(20, 20);
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public void UpdateBindables()
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{
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DimEnabled = Background.EnableUserDim;
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}
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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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public bool AssertDimmed()
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{
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return FadeContainer.Colour == OsuColour.Gray(1 - (float)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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}
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}
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}
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