Add test cases for upwards traversal of screen stack

This commit is contained in:
David Zhao 2019-02-19 19:44:26 +09:00
parent af049004dd
commit 2e375a9186

View File

@ -3,30 +3,64 @@
using NUnit.Framework;
using osu.Framework.Configuration;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Play;
using osu.Game.Screens.Select;
using osu.Game.Tests.Beatmaps;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCaseBackgroundScreenBeatmap : TestCasePlayer
public class TestCaseBackgroundScreenBeatmap : ScreenTestCase
{
public TestCaseBackgroundScreenBeatmap() : base(new OsuRuleset())
private DummySongSelect songSelect;
protected Player Player;
public TestCaseBackgroundScreenBeatmap()
{
}
AddStep("Load Song Select", () =>
{
LoadComponentAsync(new DummySongSelect(), p =>
{
songSelect = p;
LoadScreen(p);
});
});
AddUntilStep(() => songSelect?.IsLoaded ?? false, "Wait for song select to load");
AddStep("Create beatmap", () =>
{
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
{
HitObjects =
{
new HitCircle()
{
StartTime = 3000,
Position = new Vector2(0, 0),
},
new HitCircle()
{
StartTime = 15000,
Position = new Vector2(0, 0),
}
},
});
});
AddStep("Load Player", () =>
{
var p = new DimAccessiblePlayer();
songSelect.Push(Player = p);
});
[SetUp]
public void Setup()
{
((DimAccessiblePlayer)Player).UpdateBindables();
AddUntilStep(() => Player?.IsLoaded ?? false, "Wait for player to load");
AddStep("Update bindables", () => ((DimAccessiblePlayer)Player).UpdateBindables());
}
/// <summary>
@ -48,7 +82,7 @@ namespace osu.Game.Tests.Visual
{
AddStep("Test User Dimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = true);
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimState());
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
}
/// <summary>
@ -57,23 +91,41 @@ namespace osu.Game.Tests.Visual
[Test]
public void PauseTest()
{
AddStep("Transition to Results", () => ((DimAccessiblePlayer)Player).TriggerExit());
AddStep("Transition to Pause", () => ((DimAccessiblePlayer)Player).Exit());
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimState());
AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimmed());
}
/// <summary>
/// Check if the fade container removes user dim when leaving the player
/// Check if the fade container removes user dim when suspending player for results
/// </summary>
[Test]
public void TransitionTest()
{
AddStep("Transition to Results", () => LoadScreen(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
AddStep("Transition to Results", () => Player.Push(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }})));
AddWaitStep(5, "Wait for dim");
AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
}
protected override Player CreatePlayer(Ruleset ruleset) => new DimAccessiblePlayer();
/// <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", () => ((DimAccessiblePlayer)Player).AssertUndimmed());
}
private class DummySongSelect : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground();
}
private class FadeAccesibleResults : SoloResults
{
@ -95,25 +147,20 @@ namespace osu.Game.Tests.Visual
DimEnabled = Background.UpdateDim;
}
public bool AssertDimState()
public bool AssertDimmed()
{
return ((FadeAccessibleBackground)Background).AssertDimState();
return ((FadeAccessibleBackground)Background).AssertDimmed();
}
public bool AssertUndimmed()
{
return ((FadeAccessibleBackground)Background).AssertUndimmed();
}
public void TriggerExit()
{
OnExiting(new PlaySongSelect());
}
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
public bool AssertDimState()
public bool AssertDimmed()
{
return FadeContainer.Colour == OsuColour.Gray(1 - (float)DimLevel);
}