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https://github.com/ppy/osu
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99 lines
3.5 KiB
C#
99 lines
3.5 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using osu.Game.Screens;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// A test case which can be used to test a screen (that relies on OnEntering being called to execute startup instructions).
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/// </summary>
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public abstract class ScreenTestScene : OsuManualInputManagerTestScene, IOverlayManager
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{
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protected readonly OsuScreenStack Stack;
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private readonly Container content;
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private readonly Container overlayContent;
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protected override Container<Drawable> Content => content;
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[Cached(typeof(IDialogOverlay))]
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protected DialogOverlay DialogOverlay { get; private set; }
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protected ScreenTestScene()
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{
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base.Content.AddRange(new Drawable[]
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{
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Stack = new OsuScreenStack
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{
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Name = nameof(ScreenTestScene),
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RelativeSizeAxes = Axes.Both
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},
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content = new Container { RelativeSizeAxes = Axes.Both },
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overlayContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = DialogOverlay = new DialogOverlay()
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}
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});
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Stack.ScreenPushed += (lastScreen, newScreen) => Logger.Log($"{nameof(ScreenTestScene)} screen changed → {newScreen}");
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Stack.ScreenExited += (lastScreen, newScreen) => Logger.Log($"{nameof(ScreenTestScene)} screen changed ← {newScreen}");
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}
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protected void LoadScreen(OsuScreen screen) => Stack.Push(screen);
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[SetUpSteps]
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public virtual void SetUpSteps() => addExitAllScreensStep();
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[TearDownSteps]
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public virtual void TearDownSteps()
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{
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if (DebugUtils.IsNUnitRunning)
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addExitAllScreensStep();
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}
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private void addExitAllScreensStep()
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{
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AddUntilStep("exit all screens", () =>
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{
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if (Stack.CurrentScreen == null) return true;
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Stack.Exit();
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return false;
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});
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}
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#region IOverlayManager
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IBindable<OverlayActivation> IOverlayManager.OverlayActivationMode { get; } = new Bindable<OverlayActivation>(OverlayActivation.All);
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// in the blocking methods below it is important to be careful about threading (e.g. use `Expire()` rather than `Remove()`, and schedule transforms),
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// because in the worst case the clean-up methods could be called from async disposal.
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IDisposable IOverlayManager.RegisterBlockingOverlay(OverlayContainer overlayContainer)
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{
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overlayContent.Add(overlayContainer);
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return new InvokeOnDisposal(() => overlayContainer.Expire());
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}
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void IOverlayManager.ShowBlockingOverlay(OverlayContainer overlay)
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=> Schedule(() => Stack.FadeColour(OsuColour.Gray(0.5f), 500, Easing.OutQuint));
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void IOverlayManager.HideBlockingOverlay(OverlayContainer overlay)
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=> Schedule(() => Stack.FadeColour(Colour4.White, 500, Easing.OutQuint));
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#endregion
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}
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}
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