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Merge pull request #16482 from peppy/test-custom-key-bindings-in-gameplay
Add test to check full flow of rebinding gameplay key bindings
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commit
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// 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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Testing;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays.Settings.Sections.Input;
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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.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneChangeAndUseGameplayBindings : OsuGameTestScene
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{
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[Test]
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public void TestGameplayKeyBindings()
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{
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AddAssert("databased key is default", () => firstOsuRulesetKeyBindings.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Z }));
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AddStep("open settings", () => { Game.Settings.Show(); });
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// Until step requires as settings has a delayed load.
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AddUntilStep("wait for button", () => configureBindingsButton?.Enabled.Value == true);
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AddStep("scroll to section", () => Game.Settings.SectionsContainer.ScrollTo(configureBindingsButton));
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AddStep("press button", () => configureBindingsButton.TriggerClick());
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AddUntilStep("wait for panel", () => keyBindingPanel?.IsLoaded == true);
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AddUntilStep("wait for osu subsection", () => osuBindingSubsection?.IsLoaded == true);
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AddStep("scroll to section", () => keyBindingPanel.SectionsContainer.ScrollTo(osuBindingSubsection));
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AddWaitStep("wait for scroll to end", 3);
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AddStep("start rebinding first osu! key", () =>
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{
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var button = osuBindingSubsection.ChildrenOfType<KeyBindingRow>().First();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("Press 's'", () => InputManager.Key(Key.S));
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AddUntilStep("wait for database updated", () => firstOsuRulesetKeyBindings.KeyCombination.Keys.SequenceEqual(new[] { InputKey.S }));
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AddStep("close settings", () => Game.Settings.Hide());
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AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).WaitSafely());
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PushAndConfirm(() => new PlaySongSelect());
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AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for gameplay", () => player?.IsBreakTime.Value == false);
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AddStep("press 'z'", () => InputManager.Key(Key.Z));
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AddAssert("key counter didn't increase", () => keyCounter.CountPresses == 0);
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AddStep("press 's'", () => InputManager.Key(Key.S));
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AddAssert("key counter did increase", () => keyCounter.CountPresses == 1);
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}
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private KeyBindingsSubsection osuBindingSubsection => keyBindingPanel
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.ChildrenOfType<VariantBindingsSubsection>()
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.FirstOrDefault(s => s.Ruleset.ShortName == "osu");
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private OsuButton configureBindingsButton => Game.Settings
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.ChildrenOfType<BindingSettings>().SingleOrDefault()?
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.ChildrenOfType<OsuButton>()?
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.First(b => b.Text.ToString() == "Configure");
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private KeyBindingPanel keyBindingPanel => Game.Settings
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.ChildrenOfType<KeyBindingPanel>().SingleOrDefault();
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private RealmKeyBinding firstOsuRulesetKeyBindings => Game.Dependencies
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.Get<RealmContextFactory>().Context
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.All<RealmKeyBinding>()
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.AsEnumerable()
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.First(k => k.RulesetName == "osu" && k.ActionInt == 0);
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private Player player => Game.ScreenStack.CurrentScreen as Player;
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private KeyCounter keyCounter => player.ChildrenOfType<KeyCounter>().First();
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}
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}
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@ -18,7 +18,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
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{
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protected IEnumerable<Framework.Input.Bindings.KeyBinding> Defaults;
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protected RulesetInfo Ruleset;
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public RulesetInfo Ruleset { get; protected set; }
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private readonly int? variant;
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