mirror of https://github.com/ppy/osu
140 lines
5.3 KiB
C#
140 lines
5.3 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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.IO.Stores;
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using osu.Framework.Testing;
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using osu.Game.IO;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Processing;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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/// <summary>
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/// Upscales all gameplay sprites by a huge amount, to aid in manually checking skin texture size limits
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/// on individual elements.
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/// </summary>
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/// <remarks>
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/// The HUD is hidden as it does't really affect game balance if HUD elements are larger than they should be.
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/// </remarks>
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[Ignore("This test is for visual testing, and has no value in being run in standard CI runs.")]
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public partial class TestScenePlayerMaxDimensions : TestSceneAllRulesetPlayers
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{
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// scale textures to 4 times their size.
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private const int scale_factor = 4;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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// for now this only applies to legacy skins, as modern skins don't have texture-based gameplay elements yet.
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dependencies.CacheAs<ISkinSource>(new UpscaledLegacySkin(dependencies.Get<SkinManager>()));
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return dependencies;
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}
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protected override void AddCheckSteps()
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{
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}
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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var player = base.CreatePlayer(ruleset);
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player.OnLoadComplete += _ =>
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{
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// this test scene focuses on gameplay elements, so let's hide the hud.
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var hudOverlay = player.ChildrenOfType<HUDOverlay>().Single();
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hudOverlay.ShowHud.Value = false;
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hudOverlay.ShowHud.Disabled = true;
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};
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return player;
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}
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private class UpscaledLegacySkin : DefaultLegacySkin, ISkinSource
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{
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public UpscaledLegacySkin(IStorageResourceProvider resources)
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: base(resources)
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{
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}
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public event Action? SourceChanged
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{
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add { }
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remove { }
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}
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public ISkin FindProvider(Func<ISkin, bool> lookupFunction) => this;
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public IEnumerable<ISkin> AllSources => new[] { this };
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protected override IResourceStore<TextureUpload> CreateTextureLoaderStore(IStorageResourceProvider resources, IResourceStore<byte[]> storage)
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=> new UpscaledTextureLoaderStore(base.CreateTextureLoaderStore(resources, storage));
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private class UpscaledTextureLoaderStore : IResourceStore<TextureUpload>
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{
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private readonly IResourceStore<TextureUpload>? textureStore;
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public UpscaledTextureLoaderStore(IResourceStore<TextureUpload>? textureStore)
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{
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this.textureStore = textureStore;
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}
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public void Dispose()
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{
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textureStore?.Dispose();
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}
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public TextureUpload Get(string name)
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{
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var textureUpload = textureStore?.Get(name);
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// NRT not enabled on framework side classes (IResourceStore / TextureLoaderStore), welp.
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if (textureUpload == null)
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return null!;
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return upscale(textureUpload);
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}
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public async Task<TextureUpload> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken())
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{
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// NRT not enabled on framework side classes (IResourceStore / TextureLoaderStore), welp.
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if (textureStore == null)
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return null!;
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var textureUpload = await textureStore.GetAsync(name, cancellationToken).ConfigureAwait(false);
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if (textureUpload == null)
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return null!;
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return await Task.Run(() => upscale(textureUpload), cancellationToken).ConfigureAwait(false);
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}
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private TextureUpload upscale(TextureUpload textureUpload)
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{
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var image = Image.LoadPixelData(textureUpload.Data.ToArray(), textureUpload.Width, textureUpload.Height);
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// The original texture upload will no longer be returned or used.
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textureUpload.Dispose();
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image.Mutate(i => i.Resize(new Size(textureUpload.Width, textureUpload.Height) * scale_factor));
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return new TextureUpload(image);
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}
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public Stream? GetStream(string name) => textureStore?.GetStream(name);
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public IEnumerable<string> GetAvailableResources() => textureStore?.GetAvailableResources() ?? Array.Empty<string>();
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}
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}
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}
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}
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