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osu-lazer/osu.Game.Tests/Visual/SongSelectV2/TestSceneFooterButtonMods.cs
T
Dean Herbert 0aff50fbf5 Rename song select v2 classes and namespaces
This aims to bring some conformity to naming to make it easier to
understand component structure for new components.

Renames are pulled out of the song select v2 changes and are more
relevant there due to many new classes being added.

- `V2` suffix is dropped, with v2 components being moved to a relevant V2 namespace.
- Related classes have a prefix of the area they are used.
- Experimenting with using partial/nested classes in the song select v2 implementation.
  Not committing to this yet but want to see how it plays out.
- Moved base carousel components to a generic namespace to avoid confusion with actual beatmap carousel implementation.
2025-04-16 18:34:53 +09:00

136 lines
6.2 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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.SelectV2;
using osu.Game.Utils;
namespace osu.Game.Tests.Visual.SongSelectV2
{
public partial class TestSceneFooterButtonMods : OsuTestScene
{
private readonly TestScreenFooterButtonMods footerButtonMods;
[Cached]
private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
public TestSceneFooterButtonMods()
{
Add(footerButtonMods = new TestScreenFooterButtonMods(new TestModSelectOverlay())
{
Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft,
Action = () => { },
X = -100,
});
}
[Test]
public void TestDisplay()
{
AddStep("one mod", () => changeMods(new List<Mod> { new OsuModHidden() }));
AddStep("two mods", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock() }));
AddStep("three mods", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime() }));
AddStep("four mods", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime(), new OsuModClassic() }));
AddStep("five mods", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime(), new OsuModClassic(), new OsuModDifficultyAdjust() }));
AddStep("modified", () => changeMods(new List<Mod> { new OsuModDoubleTime { SpeedChange = { Value = 1.2 } } }));
AddStep("modified + one", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModDoubleTime { SpeedChange = { Value = 1.2 } } }));
AddStep("modified + two", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime { SpeedChange = { Value = 1.2 } } }));
AddStep("clear mods", () => changeMods(Array.Empty<Mod>()));
AddWaitStep("wait", 3);
AddStep("one mod", () => changeMods(new List<Mod> { new OsuModHidden() }));
AddStep("clear mods", () => changeMods(Array.Empty<Mod>()));
AddWaitStep("wait", 3);
AddStep("five mods", () => changeMods(new List<Mod> { new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime(), new OsuModClassic(), new OsuModDifficultyAdjust() }));
}
[Test]
public void TestIncrementMultiplier()
{
var hiddenMod = new Mod[] { new OsuModHidden() };
AddStep(@"Add Hidden", () => changeMods(hiddenMod));
AddAssert(@"Check Hidden multiplier", () => assertModsMultiplier(hiddenMod));
var hardRockMod = new Mod[] { new OsuModHardRock() };
AddStep(@"Add HardRock", () => changeMods(hardRockMod));
AddAssert(@"Check HardRock multiplier", () => assertModsMultiplier(hardRockMod));
var doubleTimeMod = new Mod[] { new OsuModDoubleTime() };
AddStep(@"Add DoubleTime", () => changeMods(doubleTimeMod));
AddAssert(@"Check DoubleTime multiplier", () => assertModsMultiplier(doubleTimeMod));
var multipleIncrementMods = new Mod[] { new OsuModDoubleTime(), new OsuModHidden(), new OsuModHardRock() };
AddStep(@"Add multiple Mods", () => changeMods(multipleIncrementMods));
AddAssert(@"Check multiple mod multiplier", () => assertModsMultiplier(multipleIncrementMods));
}
[Test]
public void TestDecrementMultiplier()
{
var easyMod = new Mod[] { new OsuModEasy() };
AddStep(@"Add Easy", () => changeMods(easyMod));
AddAssert(@"Check Easy multiplier", () => assertModsMultiplier(easyMod));
var noFailMod = new Mod[] { new OsuModNoFail() };
AddStep(@"Add NoFail", () => changeMods(noFailMod));
AddAssert(@"Check NoFail multiplier", () => assertModsMultiplier(noFailMod));
var multipleDecrementMods = new Mod[] { new OsuModEasy(), new OsuModNoFail() };
AddStep(@"Add Multiple Mods", () => changeMods(multipleDecrementMods));
AddAssert(@"Check multiple mod multiplier", () => assertModsMultiplier(multipleDecrementMods));
}
[Test]
public void TestUnrankedBadge()
{
AddStep(@"Add unranked mod", () => changeMods(new[] { new OsuModDeflate() }));
AddUntilStep("Unranked badge shown", () => footerButtonMods.ChildrenOfType<FooterButtonMods.UnrankedBadge>().Single().Alpha == 1);
AddStep(@"Clear selected mod", () => changeMods(Array.Empty<Mod>()));
AddUntilStep("Unranked badge not shown", () => footerButtonMods.ChildrenOfType<FooterButtonMods.UnrankedBadge>().Single().Alpha == 0);
}
private void changeMods(IReadOnlyList<Mod> mods) => footerButtonMods.Current.Value = mods;
private bool assertModsMultiplier(IEnumerable<Mod> mods)
{
double multiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
string expectedValue = ModUtils.FormatScoreMultiplier(multiplier).ToString();
return expectedValue == footerButtonMods.MultiplierText.Current.Value;
}
private partial class TestModSelectOverlay : UserModSelectOverlay
{
public TestModSelectOverlay()
: base(OverlayColourScheme.Aquamarine)
{
ShowPresets = true;
}
}
private partial class TestScreenFooterButtonMods : FooterButtonMods
{
public new OsuSpriteText MultiplierText => base.MultiplierText;
public TestScreenFooterButtonMods(ModSelectOverlay overlay)
: base(overlay)
{
}
}
}
}