Merge remote-tracking branch 'upstream/master' into pause-logic-simplification

This commit is contained in:
Dean Herbert
2019-03-21 16:04:18 +09:00
15 changed files with 207 additions and 186 deletions

View File

@ -48,8 +48,8 @@ namespace osu.Game.Tests.Visual
};
private DummySongSelect songSelect;
private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player;
private TestPlayerLoader playerLoader;
private TestPlayer player;
private DatabaseContextFactory factory;
private BeatmapManager manager;
private RulesetStore rulesets;
@ -74,30 +74,26 @@ namespace osu.Game.Tests.Visual
Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null, host, Beatmap.Default));
Dependencies.Cache(new OsuConfigManager(LocalStorage));
manager.Import(TestResources.GetTestBeatmapForImport());
Beatmap.SetDefault();
}
[SetUp]
public virtual void SetUp()
public virtual void SetUp() => Schedule(() =>
{
Schedule(() =>
{
manager.Delete(manager.GetAllUsableBeatmapSets());
var temp = TestResources.GetTestBeatmapForImport();
manager.Import(temp);
Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect());
});
}
Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect());
});
/// <summary>
/// Check if <see cref="PlayerLoader"/> properly triggers background dim previews when a user hovers over the visual settings panel.
/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
/// </summary>
[Test]
public void PlayerLoaderSettingsHoverTest()
{
setupUserSettings();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer())));
AddUntilStep("Wait for Player Loader to load", () => playerLoader?.IsLoaded ?? false);
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
AddStep("Trigger background preview", () =>
@ -106,16 +102,16 @@ namespace osu.Game.Tests.Visual
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
}
/// <summary>
/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
/// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim is still properly applied after entering player.
/// The OnHover of PlayerLoader will trigger, which could potentially cause visual settings to be unapplied unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
/// </summary>
[Test]
public void PlayerLoaderTransitionTest()
@ -124,7 +120,7 @@ namespace osu.Game.Tests.Visual
AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
waitForDim();
AddAssert("Screen is dimmed and unblurred", () => songSelect.IsBackgroundDimmed() && songSelect.IsBackgroundUnblurred());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
@ -165,24 +161,24 @@ namespace osu.Game.Tests.Visual
}
/// <summary>
/// Check if the <see cref="UserDimContainer"/> is properly accepting user dim changes at all.
/// Check if the <see cref="UserDimContainer"/> is properly accepting user-defined visual changes at all.
/// </summary>
[Test]
public void DisableUserDimTest()
{
performFullSetup();
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("EnableUserDim disabled", () => songSelect.DimEnabled.Value = false);
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
AddStep("EnableUserDim enabled", () => songSelect.DimEnabled.Value = true);
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
/// Check if the fade container retains dim when pausing
/// Check if the visual settings container retains dim and blur when pausing
/// </summary>
[Test]
public void PauseTest()
@ -190,26 +186,29 @@ namespace osu.Game.Tests.Visual
performFullSetup(true);
AddStep("Pause", () => player.Pause());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Unpause", () => player.Resume());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
/// Check if the fade container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
/// </summary>
[Test]
public void TransitionTest()
{
performFullSetup();
AddStep("Transition to Results", () => player.Push(new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } })));
var results = new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } });
AddStep("Transition to Results", () => player.Push(results));
AddUntilStep("Wait for results is current", results.IsCurrentScreen);
waitForDim();
AddAssert("Screen is undimmed and is original background", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent());
AddAssert("Screen is undimmed, original background retained", () =>
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
}
/// <summary>
/// Check if background gets undimmed when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
/// </summary>
[Test]
public void TransitionOutTest()
@ -217,7 +216,23 @@ namespace osu.Game.Tests.Visual
performFullSetup();
AddStep("Exit to song select", () => player.Exit());
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
}
/// <summary>
/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
/// </summary>
[Test]
public void ResumeFromPlayerTest()
{
performFullSetup();
AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
AddStep("Resume PlayerLoader", () => player.Restart());
waitForDim();
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
waitForDim();
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
}
private void waitForDim() => AddWaitStep("Wait for dim", 5);
@ -243,7 +258,7 @@ namespace osu.Game.Tests.Visual
AddStep("Start player loader", () =>
{
songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer
songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer
{
AllowPause = allowPause,
Ready = true,
@ -261,7 +276,7 @@ namespace osu.Game.Tests.Visual
{
Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
songSelect.DimLevel.Value = 0.7f;
songSelect.BlurLevel.Value = 0.0f;
songSelect.BlurLevel.Value = 0.4f;
});
}
@ -289,14 +304,18 @@ namespace osu.Game.Tests.Visual
public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)DimLevel.Value);
public bool IsBackgroundUnblurred() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25);
public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
@ -312,9 +331,11 @@ namespace osu.Game.Tests.Visual
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
}
private class DimAccessiblePlayer : Player
private class TestPlayer : Player
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
@ -366,18 +387,20 @@ namespace osu.Game.Tests.Visual
}
}
private class DimAccessiblePlayerLoader : PlayerLoader
private class TestPlayerLoader : PlayerLoader
{
public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background;
public DimAccessiblePlayerLoader(Player player)
public TestPlayerLoader(Player player)
: base(() => player)
{
}
public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
}
@ -386,6 +409,7 @@ namespace osu.Game.Tests.Visual
protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => fadeContainer.CurrentColour;
public float CurrentAlpha => fadeContainer.CurrentAlpha;
public Vector2 CurrentBlur => Background.BlurSigma;