Merge pull request #9111 from peppy/fix-dim-tests

Fix test failures on TestSceneUserDimBackgrounds
This commit is contained in:
Dan Balasescu
2020-05-26 14:45:22 +09:00
committed by GitHub

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@ -68,7 +68,7 @@ namespace osu.Game.Tests.Visual.Background
/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview 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> /// </summary>
[Test] [Test]
public void PlayerLoaderSettingsHoverTest() public void TestPlayerLoaderSettingsHover()
{ {
setupUserSettings(); setupUserSettings();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new LoadBlockingTestPlayer { BlockLoad = true }))); AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new LoadBlockingTestPlayer { BlockLoad = true })));
@ -79,11 +79,9 @@ namespace osu.Game.Tests.Visual.Background
InputManager.MoveMouseTo(playerLoader.ScreenPos); InputManager.MoveMouseTo(playerLoader.ScreenPos);
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos); InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
}); });
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos)); AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
waitForDim(); AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
} }
/// <summary> /// <summary>
@ -92,20 +90,19 @@ namespace osu.Game.Tests.Visual.Background
/// We need to check that in this scenario, the dim and blur is still properly applied after entering player. /// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
/// </summary> /// </summary>
[Test] [Test]
public void PlayerLoaderTransitionTest() public void TestPlayerLoaderTransition()
{ {
performFullSetup(); performFullSetup();
AddStep("Trigger hover event", () => playerLoader.TriggerOnHover()); AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent()); AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
} }
/// <summary> /// <summary>
/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard. /// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
/// </summary> /// </summary>
[Test] [Test]
public void StoryboardBackgroundVisibilityTest() public void TestStoryboardBackgroundVisibility()
{ {
performFullSetup(); performFullSetup();
createFakeStoryboard(); createFakeStoryboard();
@ -114,52 +111,46 @@ namespace osu.Game.Tests.Visual.Background
player.ReplacesBackground.Value = true; player.ReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true; player.StoryboardEnabled.Value = true;
}); });
waitForDim(); AddUntilStep("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
AddStep("Disable Storyboard", () => AddStep("Disable Storyboard", () =>
{ {
player.ReplacesBackground.Value = false; player.ReplacesBackground.Value = false;
player.StoryboardEnabled.Value = false; player.StoryboardEnabled.Value = false;
}); });
waitForDim(); AddUntilStep("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
} }
/// <summary> /// <summary>
/// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background. /// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background.
/// </summary> /// </summary>
[Test] [Test]
public void StoryboardTransitionTest() public void TestStoryboardTransition()
{ {
performFullSetup(); performFullSetup();
createFakeStoryboard(); createFakeStoryboard();
AddStep("Exit to song select", () => player.Exit()); AddStep("Exit to song select", () => player.Exit());
waitForDim(); AddUntilStep("Background is visible", () => songSelect.IsBackgroundVisible());
AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
} }
/// <summary> /// <summary>
/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a background. /// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a background.
/// </summary> /// </summary>
[Test] [Test]
public void DisableUserDimBackgroundTest() public void TestDisableUserDimBackground()
{ {
performFullSetup(); performFullSetup();
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Enable user dim", () => songSelect.DimEnabled.Value = false); AddStep("Enable user dim", () => songSelect.DimEnabled.Value = false);
waitForDim(); AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
AddStep("Disable user dim", () => songSelect.DimEnabled.Value = true); AddStep("Disable user dim", () => songSelect.DimEnabled.Value = true);
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
} }
/// <summary> /// <summary>
/// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a storyboard. /// Ensure <see cref="UserDimContainer"/> is properly accepting user-defined visual changes for a storyboard.
/// </summary> /// </summary>
[Test] [Test]
public void DisableUserDimStoryboardTest() public void TestDisableUserDimStoryboard()
{ {
performFullSetup(); performFullSetup();
createFakeStoryboard(); createFakeStoryboard();
@ -170,41 +161,36 @@ namespace osu.Game.Tests.Visual.Background
}); });
AddStep("Enable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = true); AddStep("Enable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = true);
AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f); AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f);
waitForDim(); AddUntilStep("Storyboard is invisible", () => !player.IsStoryboardVisible);
AddAssert("Storyboard is invisible", () => !player.IsStoryboardVisible);
AddStep("Disable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = false); AddStep("Disable user dim", () => player.DimmableStoryboard.EnableUserDim.Value = false);
waitForDim(); AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
AddAssert("Storyboard is visible", () => player.IsStoryboardVisible);
} }
/// <summary> /// <summary>
/// Check if the visual settings container retains dim and blur when pausing /// Check if the visual settings container retains dim and blur when pausing
/// </summary> /// </summary>
[Test] [Test]
public void PauseTest() public void TestPause()
{ {
performFullSetup(true); performFullSetup(true);
AddStep("Pause", () => player.Pause()); AddStep("Pause", () => player.Pause());
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Unpause", () => player.Resume()); AddStep("Unpause", () => player.Resume());
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
} }
/// <summary> /// <summary>
/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="ResultsScreen"/> /// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="ResultsScreen"/>
/// </summary> /// </summary>
[Test] [Test]
public void TransitionTest() public void TestTransition()
{ {
performFullSetup(); performFullSetup();
FadeAccessibleResults results = null; FadeAccessibleResults results = null;
AddStep("Transition to Results", () => player.Push(results = AddStep("Transition to Results", () => player.Push(results =
new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } }))); new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } })));
AddUntilStep("Wait for results is current", () => results.IsCurrentScreen()); AddUntilStep("Wait for results is current", () => results.IsCurrentScreen());
waitForDim(); AddUntilStep("Screen is undimmed, original background retained", () =>
AddAssert("Screen is undimmed, original background retained", () =>
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect()); songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
} }
@ -212,32 +198,27 @@ namespace osu.Game.Tests.Visual.Background
/// Check if background gets undimmed and unblurred 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> /// </summary>
[Test] [Test]
public void TransitionOutTest() public void TestTransitionOut()
{ {
performFullSetup(); performFullSetup();
AddStep("Exit to song select", () => player.Exit()); AddStep("Exit to song select", () => player.Exit());
waitForDim(); AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
} }
/// <summary> /// <summary>
/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim. /// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
/// </summary> /// </summary>
[Test] [Test]
public void ResumeFromPlayerTest() public void TestResumeFromPlayer()
{ {
performFullSetup(); performFullSetup();
AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos)); AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
AddStep("Resume PlayerLoader", () => player.Restart()); AddStep("Resume PlayerLoader", () => player.Restart());
waitForDim(); AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos)); AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
waitForDim(); AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
} }
private void waitForDim() => AddWaitStep("Wait for dim", 5);
private void createFakeStoryboard() => AddStep("Create storyboard", () => private void createFakeStoryboard() => AddStep("Create storyboard", () =>
{ {
player.StoryboardEnabled.Value = false; player.StoryboardEnabled.Value = false;