mirror of
https://github.com/ppy/osu
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140 lines
4.3 KiB
C#
140 lines
4.3 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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#nullable disable
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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.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Screens.Menu;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneButtonSystem : OsuManualInputManagerTestScene
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{
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private OsuLogo logo;
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private ButtonSystem buttons;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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Children = new Drawable[]
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{
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new Box
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{
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Colour = ColourInfo.GradientVertical(Color4.Gray, Color4.WhiteSmoke),
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RelativeSizeAxes = Axes.Both,
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},
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buttons = new ButtonSystem(),
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logo = new OsuLogo
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{
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(0.5f)
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}
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};
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buttons.SetOsuLogo(logo);
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});
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[Test]
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public void TestAllStates()
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{
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foreach (var s in Enum.GetValues(typeof(ButtonSystemState)).OfType<ButtonSystemState>().Skip(1))
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AddStep($"State to {s}", () => buttons.State = s);
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AddStep("Enter mode", performEnterMode);
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AddStep("Return to menu", () =>
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{
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buttons.State = ButtonSystemState.Play;
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buttons.FadeIn(MainMenu.FADE_IN_DURATION, Easing.OutQuint);
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buttons.MoveTo(new Vector2(0), MainMenu.FADE_IN_DURATION, Easing.OutQuint);
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logo.FadeColour(Color4.White, 100, Easing.OutQuint);
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logo.FadeIn(100, Easing.OutQuint);
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});
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}
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[Test]
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public void TestSmoothExit()
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{
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AddStep("Enter mode", performEnterMode);
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}
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[TestCase(Key.P, true)]
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[TestCase(Key.M, true)]
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[TestCase(Key.L, true)]
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[TestCase(Key.E, false)]
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[TestCase(Key.D, false)]
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[TestCase(Key.Q, false)]
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[TestCase(Key.O, false)]
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public void TestShortcutKeys(Key key, bool entersPlay)
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{
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int activationCount = -1;
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AddStep("set up action", () =>
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{
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activationCount = 0;
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void action() => activationCount++;
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switch (key)
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{
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case Key.P:
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buttons.OnSolo = action;
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break;
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case Key.M:
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buttons.OnMultiplayer = action;
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break;
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case Key.L:
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buttons.OnPlaylists = action;
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break;
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case Key.E:
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buttons.OnEdit = action;
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break;
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case Key.D:
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buttons.OnBeatmapListing = action;
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break;
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case Key.Q:
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buttons.OnExit = action;
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break;
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case Key.O:
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buttons.OnSettings = action;
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break;
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}
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});
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AddStep($"press {key}", () => InputManager.Key(key));
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AddAssert("state is top level", () => buttons.State == ButtonSystemState.TopLevel);
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if (entersPlay)
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{
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AddStep("press P", () => InputManager.Key(Key.P));
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AddAssert("state is play", () => buttons.State == ButtonSystemState.Play);
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}
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AddStep($"press {key}", () => InputManager.Key(key));
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AddAssert("action triggered", () => activationCount == 1);
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}
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private void performEnterMode()
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{
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buttons.State = ButtonSystemState.EnteringMode;
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buttons.FadeOut(MainMenu.FADE_OUT_DURATION, Easing.InSine);
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buttons.MoveTo(new Vector2(-800, 0), MainMenu.FADE_OUT_DURATION, Easing.InSine);
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logo.FadeOut(300, Easing.InSine)
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.ScaleTo(0.2f, 300, Easing.InSine);
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}
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}
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}
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