osu/osu.Game.Tests/Visual/Gameplay/TestScenePlayerMaxDimensions.cs
2024-03-06 12:13:12 +08:00

140 lines
5.3 KiB
C#

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