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

387 lines
15 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 System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu.Mods;
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.Screens.Select;
using osu.Game.Tests.Resources;
using osu.Game.Users;
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),
typeof(UserDimContainer),
typeof(OsuScreen)
};
private DummySongSelect songSelect;
private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player;
private DatabaseContextFactory factory;
private BeatmapManager manager;
private RulesetStore rulesets;
private ScreenStackCacheContainer screenStackContainer;
[BackgroundDependencyLoader]
private void load(GameHost host)
{
factory = new DatabaseContextFactory(LocalStorage);
factory.ResetDatabase();
using (var usage = factory.Get())
usage.Migrate();
factory.ResetDatabase();
using (var usage = factory.Get())
usage.Migrate();
Dependencies.Cache(rulesets = new RulesetStore(factory));
Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null, host, Beatmap.Default));
Beatmap.SetDefault();
}
[SetUp]
public virtual void SetUp() =>
Schedule(() => { manager?.Delete(manager.GetAllUsableBeatmapSets()); });
/// <summary>
/// Check if PlayerLoader properly triggers background dim previews when a user hovers over the visual settings panel.
/// </summary>
[Test]
public void PlayerLoaderSettingsHoverTest()
{
createSongSelect();
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.IsBackgroundCurrent());
AddStep("Trigger background preview", () =>
{
InputManager.MoveMouseTo(playerLoader.ScreenPos);
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
}
/// <summary>
/// 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.
/// </summary>
[Test]
public void PlayerLoaderTransitionTest()
{
createSongSelect();
AddStep("Start player loader", () => { songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())); });
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddStep("Allow beatmap to load", () =>
{
player.Ready = true;
InputManager.MoveMouseTo(playerLoader.ScreenPos);
});
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
AddStep("Trigger background preview when loaded", () =>
{
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
InputManager.MoveMouseTo(playerLoader.ScreenPos);
});
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
}
/// <summary>
/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
/// </summary>
[Test]
public void StoryboardBackgroundVisibilityTest()
{
performSetup();
AddStep("Enable storyboard", () =>
{
player.ReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true;
});
waitForDim();
AddAssert("Background is invisible", () => songSelect.IsBackgroundInvisible());
AddStep("Disable storyboard", () => player.ReplacesBackground.Value = false);
waitForDim();
AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
}
/// <summary>
/// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background.
/// </summary>
[Test]
public void StoryboardTransitionTest()
{
performSetup();
AddStep("Enable storyboard", () =>
{
player.ReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true;
});
AddUntilStep(() =>
{
if (songSelect.IsCurrentScreen()) return true;
songSelect.MakeCurrent();
return false;
}, "Wait for song select is current");
waitForDim();
AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
}
/// <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);
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
}
/// <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);
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
}
/// <summary>
/// Check if the fade container retains dim when pausing
/// </summary>
[Test]
public void PauseTest()
{
performSetup();
AddStep("Transition to Pause", () =>
{
if (!player.IsPaused.Value)
player.Exit();
});
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
}
/// <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!" } })));
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
}
/// <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");
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
}
private void waitForDim() => AddWaitStep(5, "Wait for dim");
private void performSetup()
{
createSongSelect();
AddStep("Start player loader", () => { songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer
{
AllowLeadIn = false,
AllowResults = false,
Ready = true,
})); });
AddUntilStep(() => playerLoader.IsLoaded, "Wait for Player Loader to load");
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
AddUntilStep(() => player.IsLoaded, "Wait for player to load");
}
private void createSongSelect()
{
AddStep("Create new screen stack", () => Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both });
AddUntilStep(() => screenStackContainer.IsLoaded,"Wait for screen stack creation");
AddStep("create new song select", () => screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect()));
AddUntilStep(() => songSelect.IsLoaded, "Wait for song select to load");
AddStep("Add map", () =>
{
var temp = TestResources.GetTestBeatmapForImport();
manager.Import(temp);
Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
});
AddUntilStep(() => songSelect.Carousel.SelectedBeatmap != null, "has selection");
}
private class DummySongSelect : PlaySongSelect
{
protected override BackgroundScreen CreateBackground()
{
FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
DimEnabled.BindTo(background.EnableUserDim);
return background;
}
public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
private readonly Bindable<double> dimLevel = new Bindable<double>();
public new BeatmapCarousel Carousel => base.Carousel;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.DimLevel, dimLevel);
}
public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)dimLevel.Value);
public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen();
}
private class FadeAccesibleResults : SoloResults
{
public FadeAccesibleResults(ScoreInfo score)
: base(score)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
}
private class DimAccessiblePlayer : Player
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
// Whether or not the player should be allowed to load.
public bool Ready;
public Bindable<bool> StoryboardEnabled;
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public readonly Bindable<bool> IsPaused = new Bindable<bool>();
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
while (!Ready)
Thread.Sleep(1);
StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
RulesetContainer.IsPaused.BindTo(IsPaused);
}
}
private class ScreenStackCacheContainer : Container
{
[Cached]
private BackgroundScreenStack backgroundScreenStack;
public readonly ScreenStack ScreenStack;
public ScreenStackCacheContainer()
{
Add(backgroundScreenStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both });
Add(ScreenStack = new ScreenStack { RelativeSizeAxes = Axes.Both });
}
}
private class DimAccessiblePlayerLoader : PlayerLoader
{
public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background;
public DimAccessiblePlayerLoader(Player player)
: base(() => player)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
protected override UserDimContainer CreateFadeContainer() => new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => ((TestUserDimContainer)FadeContainer).CurrentColour;
public float CurrentAlpha => ((TestUserDimContainer)FadeContainer).CurrentAlpha;
public FadeAccessibleBackground(WorkingBeatmap beatmap)
: base(beatmap)
{
}
private class TestUserDimContainer : UserDimContainer
{
public Color4 CurrentColour => DimContainer.Colour;
public float CurrentAlpha => DimContainer.Alpha;
}
}
}
}