osu/osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs
2021-08-13 16:29:36 +09:00

158 lines
5.1 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osuTK.Graphics;
using IntroSequence = osu.Game.Configuration.IntroSequence;
namespace osu.Game.Tests.Visual.Navigation
{
/// <summary>
/// A scene which tests full game flow.
/// </summary>
public abstract class OsuGameTestScene : OsuManualInputManagerTestScene
{
private GameHost host;
protected TestOsuGame Game;
protected override bool UseFreshStoragePerRun => true;
protected override bool CreateNestedActionContainer => false;
[BackgroundDependencyLoader]
private void load(GameHost host)
{
this.host = host;
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
};
}
[SetUpSteps]
public virtual void SetUpSteps()
{
AddStep("Create new game instance", () =>
{
if (Game != null)
{
Remove(Game);
Game.Dispose();
}
RecycleLocalStorage();
CreateGame();
});
AddUntilStep("Wait for load", () => Game.IsLoaded);
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
ConfirmAtMainMenu();
}
protected void CreateGame()
{
Game = new TestOsuGame(LocalStorage, API);
Game.SetHost(host);
// todo: this can be removed once we can run audio tracks without a device present
// see https://github.com/ppy/osu/issues/1302
Game.LocalConfig.SetValue(OsuSetting.IntroSequence, IntroSequence.Circles);
Add(Game);
}
protected void PushAndConfirm(Func<Screen> newScreen)
{
Screen screen = null;
AddStep("Push new screen", () => Game.ScreenStack.Push(screen = newScreen()));
AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
}
protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
public class TestOsuGame : OsuGame
{
public new const float SIDE_OVERLAY_OFFSET_RATIO = OsuGame.SIDE_OVERLAY_OFFSET_RATIO;
public new ScreenStack ScreenStack => base.ScreenStack;
public new BackButton BackButton => base.BackButton;
public new BeatmapManager BeatmapManager => base.BeatmapManager;
public new ScoreManager ScoreManager => base.ScoreManager;
public new Container ScreenOffsetContainer => base.ScreenOffsetContainer;
public new SettingsOverlay Settings => base.Settings;
public new NotificationOverlay Notifications => base.Notifications;
public new MusicController MusicController => base.MusicController;
public new OsuConfigManager LocalConfig => base.LocalConfig;
public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
public new Bindable<RulesetInfo> Ruleset => base.Ruleset;
public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
// if we don't do this, when running under nUnit the version that gets populated is that of nUnit.
public override string Version => "test game";
protected override Loader CreateLoader() => new TestLoader();
public new void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null) => base.PerformFromScreen(action, validScreens);
public TestOsuGame(Storage storage, IAPIProvider api)
{
Storage = storage;
API = api;
}
protected override void LoadComplete()
{
base.LoadComplete();
API.Login("Rhythm Champion", "osu!");
Dependencies.Get<SessionStatics>().SetValue(Static.MutedAudioNotificationShownOnce, true);
}
}
public class TestLoader : Loader
{
protected override ShaderPrecompiler CreateShaderPrecompiler() => new TestShaderPrecompiler();
private class TestShaderPrecompiler : ShaderPrecompiler
{
protected override bool AllLoaded => true;
}
}
}
}