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a92e42bb84
Also use full `SkinComponentsContainerLookup` instead of the sub-type. This will potentially be useful once we bring in per-ruleset targets.
69 lines
2.0 KiB
C#
69 lines
2.0 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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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public abstract partial class LegacySkinPlayerTestScene : PlayerTestScene
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{
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protected LegacySkin LegacySkin { get; private set; }
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private ISkinSource legacySkinSource;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new SkinProvidingPlayer(legacySkinSource);
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[BackgroundDependencyLoader]
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private void load(SkinManager skins)
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{
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LegacySkin = new DefaultLegacySkin(skins);
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legacySkinSource = new SkinProvidingContainer(LegacySkin);
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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addResetTargetsStep();
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}
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[TearDownSteps]
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public override void TearDownSteps()
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{
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addResetTargetsStep();
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base.TearDownSteps();
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}
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private void addResetTargetsStep()
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{
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AddStep("reset targets", () => this.ChildrenOfType<SkinComponentsContainer>().ForEach(t =>
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{
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LegacySkin.ResetDrawableTarget(t);
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t.Reload();
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}));
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AddUntilStep("wait for components to load", () => this.ChildrenOfType<SkinComponentsContainer>().All(t => t.ComponentsLoaded));
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}
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public partial class SkinProvidingPlayer : TestPlayer
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{
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[Cached(typeof(ISkinSource))]
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private readonly ISkinSource skinSource;
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public SkinProvidingPlayer(ISkinSource skinSource)
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{
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this.skinSource = skinSource;
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}
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}
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}
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}
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