osu/osu.Game.Tests/Visual/Gameplay/TestSceneBeatmapSkinFallbac...

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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;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osu.Game.Storyboards;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneBeatmapSkinFallbacks : OsuPlayerTestScene
{
private ISkin currentBeatmapSkin;
[Resolved]
private SkinManager skinManager { get; set; }
[Cached]
private ScoreProcessor scoreProcessor = new ScoreProcessor();
[Cached(typeof(HealthProcessor))]
private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
protected override bool HasCustomSteps => true;
[Test]
public void TestEmptyDefaultBeatmapSkinFallsBack()
{
CreateSkinTest(DefaultLegacySkin.Info, () => new TestWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo)).Skin);
AddAssert("hud from default legacy skin", () => AssertComponentsFromExpectedSource(SkinnableTarget.MainHUDComponents, skinManager.CurrentSkin.Value));
}
protected void CreateSkinTest(SkinInfo gameCurrentSkin, Func<ISkin> getBeatmapSkin)
{
CreateTest(() =>
{
AddStep("setup skins", () =>
{
skinManager.CurrentSkinInfo.Value = gameCurrentSkin;
currentBeatmapSkin = getBeatmapSkin();
});
});
}
protected bool AssertComponentsFromExpectedSource(SkinnableTarget target, ISkin expectedSource)
{
var expectedComponentsContainer = (SkinnableTargetComponentsContainer)expectedSource.GetDrawableComponent(new SkinnableTargetComponent(target));
Add(expectedComponentsContainer);
expectedComponentsContainer?.UpdateSubTree();
var expectedInfo = expectedComponentsContainer?.CreateSkinnableInfo();
Remove(expectedComponentsContainer);
var actualInfo = Player.ChildrenOfType<SkinnableTargetContainer>().First(s => s.Target == target)
.ChildrenOfType<SkinnableTargetComponentsContainer>().Single().CreateSkinnableInfo();
return almostEqual(actualInfo, expectedInfo, 2f);
static bool almostEqual(SkinnableInfo info, SkinnableInfo other, float positionTolerance) =>
other != null
&& info.Anchor == other.Anchor
&& info.Origin == other.Origin
&& Precision.AlmostEquals(info.Position, other.Position, positionTolerance)
&& info.Children.SequenceEqual(other.Children, new FuncEqualityComparer<SkinnableInfo>((s1, s2) => almostEqual(s1, s2, positionTolerance)));
}
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
=> new CustomSkinWorkingBeatmap(beatmap, storyboard, Clock, Audio, currentBeatmapSkin);
protected override Ruleset CreatePlayerRuleset() => new TestOsuRuleset();
private class CustomSkinWorkingBeatmap : ClockBackedTestWorkingBeatmap
{
private readonly ISkin beatmapSkin;
public CustomSkinWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, ISkin beatmapSkin)
: base(beatmap, storyboard, referenceClock, audio)
{
this.beatmapSkin = beatmapSkin;
}
protected override ISkin GetSkin() => beatmapSkin;
}
private class TestOsuRuleset : OsuRuleset
{
public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new TestOsuLegacySkinTransformer(source);
private class TestOsuLegacySkinTransformer : OsuLegacySkinTransformer
{
public TestOsuLegacySkinTransformer(ISkinSource source)
: base(source)
{
}
public override Drawable GetDrawableComponent(ISkinComponent component)
{
var drawable = base.GetDrawableComponent(component);
if (drawable != null)
return drawable;
// this isn't really supposed to make a difference from returning null,
// but it appears it does, returning null will skip over falling back to beatmap skin,
// while calling Source.GetDrawableComponent() doesn't.
return Source.GetDrawableComponent(component);
}
}
}
}
}