osu/osu.Game.Tests/Visual/TestCaseBackgroundScreenBea...

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// 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.Threading;
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using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Scoring;
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using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Tests.Beatmaps;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
{
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[TestFixture]
public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
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{
private DummySongSelect songSelect;
private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player;
[Cached]
private BackgroundScreenStack backgroundStack;
public TestCaseBackgroundScreenBeatmap()
{
ScreenStack screen;
InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
InputManager.Add(screen = new ScreenStack { RelativeSizeAxes = Axes.Both });
AddStep("Load Song Select", () =>
{
LoadComponentAsync(new DummySongSelect(), p =>
{
songSelect = p;
screen.Push(p);
});
});
AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
AddStep("Create beatmap", () =>
{
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
{
HitObjects =
{
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new HitCircle
{
StartTime = 3000,
Position = new Vector2(0, 0),
},
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new HitCircle
{
StartTime = 15000,
Position = new Vector2(0, 0),
}
},
});
});
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddStep("Update bindables", () => playerLoader.UpdateBindables());
AddStep("Trigger background preview", () =>
{
InputManager.MoveMouseTo(playerLoader.ScreenPos);
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
AddStep("Allow beatmap to load", () =>
{
player.Ready = true;
InputManager.MoveMouseTo(playerLoader.ScreenPos);
});
// In the case of a user triggering the dim preview the instant player gets loaded, the user dim needs to be applied when the map starts.
AddUntilStep(() => player?.IsLoaded ?? false, "Wait for player to load");
AddStep("Trigger background preview when loaded", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
/// Check if the fade container is properly being reset when screen dim is disabled.
/// </summary>
[Test]
public void DisableUserDimTest()
{
AddStep("Test User Undimming", () => playerLoader.DimEnabled.Value = false);
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
}
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/// <summary>
/// Check if the fade container is properly being faded when screen dim is enabled.
/// </summary>
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[Test]
public void EnableUserDimTest()
{
AddStep("Test User Dimming", () => playerLoader.DimEnabled.Value = true);
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AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
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}
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/// <summary>
/// Check if the fade container retains dim when pausing
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/// </summary>
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[Test]
public void PauseTest()
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{
AddStep("Transition to Pause", () => player.Exit());
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AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => songSelect.AssertDimmed());
}
/// <summary>
/// Check if the fade container removes user dim when suspending player for results
/// </summary>
[Test]
public void TransitionTest()
{
AddStep("Transition to Results", () => player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
}
/// <summary>
/// Check if background gets undimmed when leaving the player for the previous screen
/// </summary>
[Test]
public void TransitionOutTest()
{
AddStep("Exit player", () =>
{
player.MakeCurrent();
player.Exit();
});
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => songSelect.AssertUndimmed());
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}
private class DummySongSelect : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
public bool AssertDimmed()
{
return ((FadeAccessibleBackground)Background).AssertDimmed();
}
public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
}
}
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private class FadeAccesibleResults : SoloResults
{
public FadeAccesibleResults(ScoreInfo score) : base(score)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
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private class DimAccessiblePlayer : Player
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
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public bool Ready;
[BackgroundDependencyLoader]
private void load()
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{
while (!Ready)
Thread.Sleep(1);
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}
}
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private class DimAccessiblePlayerLoader : PlayerLoader
{
public Bindable<bool> DimEnabled;
public VisualSettings VisualSettingsPos => VisualSettings;
public Vector2 ScreenPos => VisualSettings.ScreenSpaceDrawQuad.BottomLeft - new Vector2(20, 20);
public void UpdateBindables()
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{
DimEnabled = Background.EnableUserDim;
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}
public DimAccessiblePlayerLoader(Player player) : base(() => player)
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{
}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
public bool AssertDimmed()
{
return FadeContainer.Colour == OsuColour.Gray(1 - (float)DimLevel);
}
public bool AssertUndimmed()
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{
return FadeContainer.Colour == Color4.White;
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}
}
}
}