Add failing test cases

This commit is contained in:
Salman Ahmed 2022-04-19 03:25:18 +03:00
parent c8b3836d8d
commit 8d0dd3961e
2 changed files with 146 additions and 6 deletions

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@ -0,0 +1,133 @@
// 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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Game.Audio;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
#nullable enable
namespace osu.Game.Rulesets.Osu.Tests
{
[HeadlessTest]
public class LegacyMainCirclePieceTest : OsuTestScene
{
private static readonly object?[][] texture_priority_cases =
{
// default priority lookup
new object?[]
{
// available textures
new[] { @"hitcircle", @"hitcircleoverlay" },
// priority lookup
@"",
// expected circle and overlay
@"hitcircle", @"hitcircleoverlay",
},
// custom priority lookup
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"sliderstartcircle", @"sliderstartcircleoverlay",
},
// when no sprites are available for the specified prefix, fall back to "hitcircle"/"hitcircleoverlay".
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
},
// when a circle is available for the specified prefix but no overlay exists, no overlay is displayed.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle" },
@"sliderstartcircle",
@"sliderstartcircle", null
},
// when no circle is available for the specified prefix but an overlay exists, the overlay is ignored.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
}
};
[TestCaseSource(nameof(texture_priority_cases))]
public void TestTexturePriorities(string[] textureFilenames, string priorityLookup, string? expectedCircle, string? expectedOverlay)
{
Sprite? circleSprite = null;
Sprite? overlaySprite = null;
AddStep("load circle piece", () =>
{
Child = new DependencyProvidingContainer
{
CachedDependencies = new (Type, object)[]
{
(typeof(ISkinSource), new TestSkin(textureFilenames))
},
Child = new LegacyMainCirclePiece(priorityLookup, false),
};
var sprites = this.ChildrenOfType<Sprite>().Where(s => s.Texture.AssetName != null).DistinctBy(s => s.Texture.AssetName).ToArray();
Debug.Assert(sprites.Length <= 2);
circleSprite = sprites.ElementAtOrDefault(0);
overlaySprite = sprites.ElementAtOrDefault(1);
});
AddAssert("check circle sprite", () => circleSprite?.Texture?.AssetName == expectedCircle);
AddAssert("check overlay sprite", () => overlaySprite?.Texture?.AssetName == expectedOverlay);
}
private class TestSkin : ISkinSource
{
private readonly string[] textureFilenames;
public TestSkin(string[] textureFilenames)
{
this.textureFilenames = textureFilenames;
}
public Texture? GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT)
{
if (textureFilenames.Contains(componentName))
return new Texture(1, 1) { AssetName = componentName };
return null;
}
public event Action SourceChanged
{
add { }
remove { }
}
public IEnumerable<ISkin> AllSources { get; } = Enumerable.Empty<ISkin>();
public Drawable? GetDrawableComponent(ISkinComponent component) => null;
public ISample? GetSample(ISampleInfo sampleInfo) => null;
public IBindable<TValue>? GetConfig<TLookup, TValue>(TLookup lookup)
where TLookup : notnull
where TValue : notnull
=> null;
public ISkin? FindProvider(Func<ISkin, bool> lookupFunction) => lookupFunction(this) ? this : null;
}
}
}

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using JetBrains.Annotations;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
@ -43,7 +44,8 @@ public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true
private readonly Bindable<Color4> accentColour = new Bindable<Color4>(); private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>(); private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved] [Resolved(canBeNull: true)]
[CanBeNull]
private DrawableHitObject drawableObject { get; set; } private DrawableHitObject drawableObject { get; set; }
[Resolved] [Resolved]
@ -107,8 +109,11 @@ private void load()
if (overlayAboveNumber) if (overlayAboveNumber)
OverlayLayer.ChangeChildDepth(hitCircleOverlay, float.MinValue); OverlayLayer.ChangeChildDepth(hitCircleOverlay, float.MinValue);
accentColour.BindTo(drawableObject.AccentColour); if (drawableOsuObject != null)
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable); {
accentColour.BindTo(drawableOsuObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
}
Texture getTextureWithFallback(string name) Texture getTextureWithFallback(string name)
{ {
@ -149,15 +154,17 @@ protected override void LoadComplete()
if (hasNumber) if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true); indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
drawableObject.ApplyCustomUpdateState += updateStateTransforms; if (drawableObject != null)
updateStateTransforms(drawableObject, drawableObject.State.Value); drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject?.State.Value ?? ArmedState.Idle);
} }
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state) private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{ {
const double legacy_fade_duration = 240; const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime)) using (BeginAbsoluteSequence(drawableObject?.HitStateUpdateTime ?? 0))
{ {
switch (state) switch (state)
{ {