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osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs

285 lines
11 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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Toolbar;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Options;
using osu.Game.Tests.Beatmaps.IO;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
public class TestSceneScreenNavigation : OsuGameTestScene
{
private const float click_padding = 25;
private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
[Test]
public void TestExitSongSelectWithEscape()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
pushEscape();
AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
exitViaEscapeAndConfirm();
}
[Test]
public void TestRetryFromResults()
{
Player player = null;
ResultsScreen results = null;
WorkingBeatmap beatmap() => Game.Beatmap.Value;
PushAndConfirm(() => new TestSongSelect());
AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set autoplay", () => Game.SelectedMods.Value = new[] { new OsuModAutoplay() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddStep("seek to end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Track.Length));
AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
AddStep("attempt to retry", () => results.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != player && Game.ScreenStack.CurrentScreen is Player);
}
[TestCase(true)]
[TestCase(false)]
public void TestSongContinuesAfterExitPlayer(bool withUserPause)
{
Player player = null;
WorkingBeatmap beatmap() => Game.Beatmap.Value;
PushAndConfirm(() => new TestSongSelect());
AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
if (withUserPause)
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddUntilStep("wait for fail", () => player.HasFailed);
AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime);
pushEscape();
AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime);
}
[Test]
public void TestMenuMakesMusic()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
AddStep("return to menu", () => songSelect.Exit());
AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
}
[Test]
public void TestExitSongSelectWithClick()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == Game.BackButton));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
exitViaBackButtonAndConfirm();
}
[Test]
public void TestExitMultiWithEscape()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaEscapeAndConfirm();
}
[Test]
public void TestExitMultiWithBackButton()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaBackButtonAndConfirm();
}
[Test]
public void TestOpenOptionsAndExitWithEscape()
{
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
}
[Test]
public void TestWaitForNextTrackInMenu()
{
bool trackCompleted = false;
AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
AddStep("Seek close to end", () =>
{
Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
});
AddUntilStep("Track was completed", () => trackCompleted);
AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
}
[Test]
public void TestModSelectInput()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.Number2);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.ID == 1);
AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
}
[Test]
public void TestBeatmapOptionsInput()
{
TestSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestSongSelect());
AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.Number2);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.ID == 1);
AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
}
[Test]
public void TestSettingsViaHotkeyFromMainMenu()
{
AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("press settings hotkey", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.O);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
}
[Test]
public void TestToolbarHiddenByUser()
{
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddStep("Hide toolbar", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.T);
InputManager.ReleaseKey(Key.ControlLeft);
});
pushEscape();
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("Enter song select", () =>
{
InputManager.Key(Key.Enter);
InputManager.Key(Key.Enter);
});
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
}
private void pushEscape() =>
AddStep("Press escape", () => InputManager.Key(Key.Escape));
private void exitViaEscapeAndConfirm()
{
pushEscape();
ConfirmAtMainMenu();
}
private void exitViaBackButtonAndConfirm()
{
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
ConfirmAtMainMenu();
}
private class TestSongSelect : PlaySongSelect
{
public ModSelectOverlay ModSelectOverlay => ModSelect;
public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;
}
}
}