osu/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs

400 lines
13 KiB
C#
Raw Normal View History

2019-03-17 15:46:15 +00:00
// 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;
2019-03-18 10:44:21 +00:00
using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
2019-03-18 02:48:11 +00:00
using osu.Framework.Graphics.Containers;
2019-03-18 05:57:06 +00:00
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
2019-03-17 15:46:15 +00:00
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
2020-07-17 10:17:48 +00:00
using osu.Game.Skinning;
using osuTK;
using osuTK.Input;
2019-03-17 15:46:15 +00:00
2019-03-24 16:02:36 +00:00
namespace osu.Game.Tests.Visual.Gameplay
2019-03-17 15:46:15 +00:00
{
2020-06-12 10:40:54 +00:00
public class TestScenePause : OsuPlayerTestScene
2019-03-17 15:46:15 +00:00
{
2019-03-18 10:44:21 +00:00
protected new PausePlayer Player => (PausePlayer)base.Player;
private readonly Container content;
protected override Container<Drawable> Content => content;
public TestScenePause()
2019-03-17 15:46:15 +00:00
{
base.Content.Add(content = new MenuCursorContainer { RelativeSizeAxes = Axes.Both });
2019-03-17 15:46:15 +00:00
}
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("resume player", () => Player.GameplayClockContainer.Start());
confirmClockRunning(true);
}
[Test]
public void TestPauseWithLargeOffset()
{
double lastTime;
bool alwaysGoingForward = true;
AddStep("force large offset", () =>
{
var offset = (BindableDouble)LocalConfig.GetBindable<double>(OsuSetting.AudioOffset);
// use a large negative offset to avoid triggering a fail from forwards seeking.
offset.MinValue = -5000;
offset.Value = -5000;
});
AddStep("add time forward check hook", () =>
{
lastTime = double.MinValue;
alwaysGoingForward = true;
Player.OnUpdate += _ =>
{
double currentTime = Player.GameplayClockContainer.CurrentTime;
alwaysGoingForward &= currentTime >= lastTime;
lastTime = currentTime;
};
});
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resumeAndConfirm();
AddAssert("time didn't go backwards", () => alwaysGoingForward);
AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
}
2019-03-18 10:44:21 +00:00
[Test]
public void TestPauseResume()
2019-03-17 15:46:15 +00:00
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resumeAndConfirm();
}
[Test]
public void TestResumeWithResumeOverlay()
{
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm();
resume();
confirmPausedWithNoOverlay();
2020-11-05 14:41:56 +00:00
AddStep("click to resume", () => InputManager.Click(MouseButton.Left));
confirmClockRunning(true);
}
[Test]
public void TestPauseWithResumeOverlay()
{
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm();
resume();
confirmPausedWithNoOverlay();
pauseAndConfirm();
AddUntilStep("resume overlay is not active", () => Player.DrawableRuleset.ResumeOverlay.State.Value == Visibility.Hidden);
confirmPaused();
confirmNotExited();
}
[Test]
public void TestResumeWithResumeOverlaySkipped()
{
AddStep("move cursor to button", () =>
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
2019-03-21 07:33:34 +00:00
pauseAndConfirm();
resumeAndConfirm();
2019-03-18 10:44:21 +00:00
}
2019-03-18 02:48:11 +00:00
[Test]
public void TestUserPauseWhenPauseNotAllowed()
{
AddStep("disable pause support", () => Player.Configuration.AllowPause = false);
pauseFromUserExitKey();
confirmExited();
}
[Test]
public void TestUserPauseDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
pauseFromUserExitKey();
confirmResumed();
confirmNotExited();
}
[Test]
public void TestQuickExitDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
AddStep("pause via exit key", () => Player.ExitViaQuickExit());
confirmResumed();
AddAssert("exited", () => !Player.IsCurrentScreen());
}
2019-03-21 07:11:44 +00:00
[Test]
public void TestExitSoonAfterResumeSucceeds()
2019-03-21 07:11:44 +00:00
{
2019-11-28 06:58:26 +00:00
AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
2019-03-21 07:33:34 +00:00
2019-11-28 06:58:26 +00:00
pauseAndConfirm();
2019-03-21 07:33:34 +00:00
resume();
AddStep("exit quick", () => Player.Exit());
2019-03-21 07:33:34 +00:00
confirmResumed();
AddAssert("exited", () => !Player.IsCurrentScreen());
2019-03-21 07:11:44 +00:00
}
2019-03-18 10:44:21 +00:00
[Test]
public void TestPauseAfterFail()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
2019-06-04 07:13:16 +00:00
AddUntilStep("fail overlay shown", () => Player.FailOverlayVisible);
2019-03-18 02:48:11 +00:00
2019-03-21 07:33:34 +00:00
confirmClockRunning(false);
AddStep("pause via forced pause", () => Player.Pause());
2019-03-21 07:33:34 +00:00
confirmPausedWithNoOverlay();
2019-03-18 10:44:21 +00:00
AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
2019-03-21 07:11:44 +00:00
2019-03-21 07:33:34 +00:00
exitAndConfirm();
2019-03-21 07:11:44 +00:00
}
2019-10-04 03:25:23 +00:00
[Test]
public void TestExitFromFailedGameplayAfterFailAnimation()
2019-10-04 03:25:23 +00:00
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("wait for fail overlay shown", () => Player.FailOverlayVisible);
confirmClockRunning(false);
AddStep("exit via user pause", () => Player.ExitViaPause());
confirmExited();
}
[Test]
public void TestExitFromFailedGameplayDuringFailAnimation()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
// will finish the fail animation and show the fail/pause screen.
AddStep("attempt exit via pause key", () => Player.ExitViaPause());
AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
2019-10-04 03:25:23 +00:00
// will actually exit.
AddStep("exit via pause key", () => Player.ExitViaPause());
2019-10-04 03:25:23 +00:00
confirmExited();
}
[Test]
public void TestQuickRetryFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
2020-09-29 05:18:54 +00:00
AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyRetryOverlay>().First().Action?.Invoke());
confirmExited();
}
[Test]
public void TestQuickExitFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
2020-09-29 05:18:54 +00:00
AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
confirmExited();
}
2019-03-21 07:11:44 +00:00
[Test]
public void TestExitFromGameplay()
{
// an externally triggered exit should immediately exit, skipping all pause logic.
2019-11-28 06:58:26 +00:00
AddStep("exit", () => Player.Exit());
2019-10-02 19:07:07 +00:00
confirmExited();
2019-03-18 10:44:21 +00:00
}
2019-03-18 05:57:06 +00:00
[Test]
public void TestQuickExitFromGameplay()
{
2020-09-29 05:18:54 +00:00
AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
confirmExited();
}
2019-06-25 14:48:42 +00:00
[Test]
public void TestExitViaHoldToExit()
{
AddStep("exit", () =>
{
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.First(c => c is HoldToConfirmContainer));
InputManager.PressButton(MouseButton.Left);
});
confirmPaused();
AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left));
exitAndConfirm();
}
2019-03-18 10:44:21 +00:00
[Test]
public void TestExitFromPause()
{
2019-03-21 07:33:34 +00:00
pauseAndConfirm();
exitAndConfirm();
}
2019-03-18 05:57:06 +00:00
[Test]
public void TestRestartAfterResume()
{
2019-11-28 06:58:26 +00:00
AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
pauseAndConfirm();
resumeAndConfirm();
restart();
confirmExited();
}
2020-07-17 10:17:48 +00:00
[Test]
public void TestPauseSoundLoop()
{
AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
SkinnableSound getLoop() => Player.ChildrenOfType<PauseOverlay>().FirstOrDefault()?.ChildrenOfType<SkinnableSound>().FirstOrDefault();
pauseAndConfirm();
AddAssert("loop is playing", () => getLoop().IsPlaying);
resumeAndConfirm();
AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
AddUntilStep("pause again", () =>
{
Player.Pause();
return !Player.GameplayClockContainer.GameplayClock.IsRunning;
});
AddAssert("loop is playing", () => getLoop().IsPlaying);
resumeAndConfirm();
AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
}
2019-03-21 07:33:34 +00:00
private void pauseAndConfirm()
{
pauseFromUserExitKey();
2019-03-21 07:33:34 +00:00
confirmPaused();
2019-03-21 07:11:44 +00:00
}
2019-03-21 07:33:34 +00:00
private void resumeAndConfirm()
{
resume();
confirmResumed();
}
private void exitAndConfirm()
2019-03-21 07:11:44 +00:00
{
confirmNotExited();
2019-03-18 10:44:21 +00:00
AddStep("exit", () => Player.Exit());
2019-03-21 07:33:34 +00:00
confirmExited();
2019-11-06 01:32:09 +00:00
confirmNoTrackAdjustments();
2019-03-21 07:33:34 +00:00
}
private void confirmPaused()
{
confirmClockRunning(false);
confirmNotExited();
AddAssert("player not failed", () => !Player.GameplayState.HasFailed);
2019-03-21 07:33:34 +00:00
AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
}
private void confirmResumed()
{
confirmClockRunning(true);
confirmPauseOverlayShown(false);
}
private void confirmPausedWithNoOverlay()
{
confirmClockRunning(false);
confirmPauseOverlayShown(false);
}
private void confirmExited() => AddUntilStep("player exited", () => !Player.IsCurrentScreen());
private void confirmNotExited() => AddAssert("player not exited", () => Player.IsCurrentScreen());
2019-03-17 15:46:15 +00:00
2019-11-06 01:32:09 +00:00
private void confirmNoTrackAdjustments()
{
AddAssert("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value == 1);
}
private void restart() => AddStep("restart", () => Player.Restart());
private void pauseFromUserExitKey() => AddStep("user pause", () => Player.ExitViaPause());
2019-03-21 07:33:34 +00:00
private void resume() => AddStep("resume", () => Player.Resume());
private void confirmPauseOverlayShown(bool isShown) =>
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) =>
2019-06-09 16:08:39 +00:00
AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
2019-03-21 07:33:34 +00:00
2019-03-18 10:44:21 +00:00
protected override bool AllowFail => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer();
2019-03-18 10:44:21 +00:00
protected class PausePlayer : TestPlayer
2019-03-17 15:46:15 +00:00
{
public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible;
2019-03-18 02:48:11 +00:00
public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
public void ExitViaPause() => PerformExit(true);
public void ExitViaQuickExit() => PerformExit(false);
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
GameplayClockContainer.Stop();
}
2019-03-17 15:46:15 +00:00
}
}
}