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https://github.com/ppy/osu
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118 lines
4.5 KiB
C#
118 lines
4.5 KiB
C#
// 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;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
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public class TestSceneSkipOverlay : ManualInputManagerTestScene
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{
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private SkipOverlay skip;
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private int requestCount;
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private double increment;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClock gameplayClock;
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private const double skip_time = 6000;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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requestCount = 0;
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increment = skip_time;
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Child = gameplayClockContainer = new GameplayClockContainer(CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo)), Array.Empty<Mod>(), 0)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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skip = new SkipOverlay(skip_time)
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{
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RequestSkip = () =>
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{
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requestCount++;
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gameplayClockContainer.Seek(gameplayClock.CurrentTime + increment);
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}
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}
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},
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};
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gameplayClockContainer.Start();
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gameplayClock = gameplayClockContainer.GameplayClock;
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});
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[Test]
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public void TestFadeOnIdle()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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}
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[Test]
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public void TestClickableAfterFade()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha == 0);
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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checkRequestCount(1);
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}
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[Test]
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public void TestClickOnlyActuatesOnce()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () =>
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{
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increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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InputManager.Click(MouseButton.Left);
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});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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checkRequestCount(1);
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}
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[Test]
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public void TestClickOnlyActuatesMultipleTimes()
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{
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AddStep("set increment lower", () => increment = 3000);
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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checkRequestCount(2);
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}
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[Test]
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public void TestDoesntFadeOnMouseDown()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("button down", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep("wait for overlay disappear", () => !skip.IsPresent);
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AddAssert("ensure button didn't disappear", () => skip.Children.First().Alpha > 0);
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AddStep("button up", () => InputManager.ReleaseButton(MouseButton.Left));
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checkRequestCount(0);
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}
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private void checkRequestCount(int expected) =>
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AddAssert($"request count is {expected}", () => requestCount == expected);
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}
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}
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