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245 lines
8.8 KiB
C#
245 lines
8.8 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;
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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.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Tests.Visual.Menus
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{
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public class TestSceneScreenNavigation : ManualInputManagerTestScene
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{
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private const float click_padding = 25;
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private GameHost host;
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private TestOsuGame game;
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private Vector2 backButtonPosition => game.ToScreenSpace(new Vector2(click_padding, game.LayoutRectangle.Bottom - click_padding));
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private Vector2 optionsButtonPosition => game.ToScreenSpace(new Vector2(click_padding, click_padding));
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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this.host = host;
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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};
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Create new game instance", () =>
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{
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if (game != null)
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{
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Remove(game);
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game.Dispose();
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}
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game = new TestOsuGame(LocalStorage, API);
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game.SetHost(host);
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// todo: this can be removed once we can run audio trakcs without a device present
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// see https://github.com/ppy/osu/issues/1302
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game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
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Add(game);
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});
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AddUntilStep("Wait for load", () => game.IsLoaded);
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AddUntilStep("Wait for intro", () => game.ScreenStack.CurrentScreen is IntroScreen);
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confirmAtMainMenu();
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}
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[Test]
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public void TestExitSongSelectWithEscape()
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{
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TestSongSelect songSelect = null;
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pushAndConfirm(() => songSelect = new TestSongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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pushEscape();
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AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaEscapeAndConfirm();
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestSongContinuesAfterExitPlayer(bool withUserPause)
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{
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Player player = null;
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WorkingBeatmap beatmap() => game.Beatmap.Value;
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Track track() => beatmap().Track;
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pushAndConfirm(() => new TestSongSelect());
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AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Wait());
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AddUntilStep("wait for selected", () => !game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => game.Dependencies.Get<MusicController>().Stop());
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AddStep("press enter", () => pressAndRelease(Key.Enter));
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AddUntilStep("wait for player", () => (player = game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for track stop", () => !track().IsRunning);
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AddAssert("Ensure time before preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => track().IsRunning);
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AddAssert("Ensure time wasn't reset to preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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}
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[Test]
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public void TestExitSongSelectWithClick()
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{
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TestSongSelect songSelect = null;
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pushAndConfirm(() => songSelect = new TestSongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
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AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == game.BackButton));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestExitMultiWithEscape()
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{
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pushAndConfirm(() => new Screens.Multi.Multiplayer());
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exitViaEscapeAndConfirm();
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}
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[Test]
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public void TestExitMultiWithBackButton()
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{
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pushAndConfirm(() => new Screens.Multi.Multiplayer());
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestOpenOptionsAndExitWithEscape()
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{
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AddUntilStep("Wait for options to load", () => game.Settings.IsLoaded);
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AddStep("Enter menu", () => pressAndRelease(Key.Enter));
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AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
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AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
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AddAssert("Options overlay was opened", () => game.Settings.State.Value == Visibility.Visible);
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AddStep("Hide options overlay using escape", () => pressAndRelease(Key.Escape));
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AddAssert("Options overlay was closed", () => game.Settings.State.Value == Visibility.Hidden);
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}
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private void pushAndConfirm(Func<Screen> newScreen)
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{
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Screen screen = null;
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AddStep("Push new screen", () => game.ScreenStack.Push(screen = newScreen()));
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AddUntilStep("Wait for new screen", () => game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => pressAndRelease(Key.Escape));
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private void exitViaEscapeAndConfirm()
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{
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pushEscape();
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confirmAtMainMenu();
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}
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private void exitViaBackButtonAndConfirm()
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{
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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confirmAtMainMenu();
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}
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private void confirmAtMainMenu() => AddUntilStep("Wait for main menu", () => game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
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private void pressAndRelease(Key key)
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{
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InputManager.PressKey(key);
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InputManager.ReleaseKey(key);
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}
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private class TestOsuGame : OsuGame
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{
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public new ScreenStack ScreenStack => base.ScreenStack;
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public new BackButton BackButton => base.BackButton;
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public new SettingsPanel Settings => base.Settings;
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public new OsuConfigManager LocalConfig => base.LocalConfig;
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public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
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protected override Loader CreateLoader() => new TestLoader();
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public TestOsuGame(Storage storage, IAPIProvider api)
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{
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Storage = storage;
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API = api;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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API.Login("Rhythm Champion", "osu!");
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}
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}
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private class TestSongSelect : PlaySongSelect
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{
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public ModSelectOverlay ModSelectOverlay => ModSelect;
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}
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private class TestLoader : Loader
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{
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protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
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private class TestShaderPrecompiler : ShaderPrecompiler
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{
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protected override bool AllLoaded => true;
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}
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}
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}
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}
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