Merge branch 'master' into stop-counting-to-score-after-fail

This commit is contained in:
Dean Herbert
2019-09-06 16:12:53 +09:00
committed by GitHub
427 changed files with 8473 additions and 3086 deletions

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@ -0,0 +1,119 @@
// 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 NUnit.Framework;
using osu.Game.Rulesets.Objects;
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Judgements;
using osu.Framework.MathUtils;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Catch.Scoring;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Screens.Play.HUD.HitErrorMeters;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneBarHitErrorMeter : OsuTestScene
{
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(HitErrorMeter),
};
private HitErrorMeter meter;
private HitErrorMeter meter2;
private HitWindows hitWindows;
public TestSceneBarHitErrorMeter()
{
recreateDisplay(new OsuHitWindows(), 5);
AddRepeatStep("New random judgement", () => newJudgement(), 40);
AddRepeatStep("New max negative", () => newJudgement(-hitWindows.WindowFor(HitResult.Meh)), 20);
AddRepeatStep("New max positive", () => newJudgement(hitWindows.WindowFor(HitResult.Meh)), 20);
AddStep("New fixed judgement (50ms)", () => newJudgement(50));
}
[Test]
public void TestOsu()
{
AddStep("OD 1", () => recreateDisplay(new OsuHitWindows(), 1));
AddStep("OD 10", () => recreateDisplay(new OsuHitWindows(), 10));
}
[Test]
public void TestTaiko()
{
AddStep("OD 1", () => recreateDisplay(new TaikoHitWindows(), 1));
AddStep("OD 10", () => recreateDisplay(new TaikoHitWindows(), 10));
}
[Test]
public void TestMania()
{
AddStep("OD 1", () => recreateDisplay(new ManiaHitWindows(), 1));
AddStep("OD 10", () => recreateDisplay(new ManiaHitWindows(), 10));
}
[Test]
public void TestCatch()
{
AddStep("OD 1", () => recreateDisplay(new CatchHitWindows(), 1));
AddStep("OD 10", () => recreateDisplay(new CatchHitWindows(), 10));
}
private void recreateDisplay(HitWindows hitWindows, float overallDifficulty)
{
this.hitWindows = hitWindows;
hitWindows?.SetDifficulty(overallDifficulty);
Clear();
Add(new FillFlowContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Direction = FillDirection.Vertical,
AutoSizeAxes = Axes.Both,
Children = new[]
{
new SpriteText { Text = $@"Great: {hitWindows?.WindowFor(HitResult.Great)}" },
new SpriteText { Text = $@"Good: {hitWindows?.WindowFor(HitResult.Good)}" },
new SpriteText { Text = $@"Meh: {hitWindows?.WindowFor(HitResult.Meh)}" },
}
});
Add(meter = new BarHitErrorMeter(hitWindows, true)
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
});
Add(meter2 = new BarHitErrorMeter(hitWindows, false)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
});
}
private void newJudgement(double offset = 0)
{
var judgement = new JudgementResult(new HitObject(), new Judgement())
{
TimeOffset = offset == 0 ? RNG.Next(-150, 150) : offset,
Type = HitResult.Perfect,
};
meter.OnNewJudgement(judgement);
meter2.OnNewJudgement(judgement);
}
}
}

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@ -0,0 +1,305 @@
// 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.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneDrawableScrollingRuleset : OsuTestScene
{
/// <summary>
/// The amount of time visible by the "view window" of the playfield.
/// All hitobjects added through <see cref="createBeatmap"/> are spaced apart by this value, such that for a beat length of 1000,
/// there will be at most 2 hitobjects visible in the "view window".
/// </summary>
private const double time_range = 1000;
private readonly ManualClock testClock = new ManualClock();
private TestDrawableScrollingRuleset drawableRuleset;
[SetUp]
public void Setup() => Schedule(() => testClock.CurrentTime = 0);
[Test]
public void TestRelativeBeatLengthScaleSingleTimingPoint()
{
var beatmap = createBeatmap(new TimingControlPoint { BeatLength = time_range / 2 });
createTest(beatmap, d => d.RelativeScaleBeatLengthsOverride = true);
assertPosition(0, 0f);
// The single timing point is 1x speed relative to itself, such that the hitobject occurring time_range milliseconds later should appear
// at the bottom of the view window regardless of the timing point's beat length
assertPosition(1, 1f);
}
[Test]
public void TestRelativeBeatLengthScaleTimingPointBeyondEndDoesNotBecomeDominant()
{
var beatmap = createBeatmap(
new TimingControlPoint { BeatLength = time_range / 2 },
new TimingControlPoint { Time = 12000, BeatLength = time_range },
new TimingControlPoint { Time = 100000, BeatLength = time_range });
createTest(beatmap, d => d.RelativeScaleBeatLengthsOverride = true);
assertPosition(0, 0f);
assertPosition(1, 1f);
}
[Test]
public void TestRelativeBeatLengthScaleFromSecondTimingPoint()
{
var beatmap = createBeatmap(
new TimingControlPoint { BeatLength = time_range },
new TimingControlPoint { Time = 3 * time_range, BeatLength = time_range / 2 });
createTest(beatmap, d => d.RelativeScaleBeatLengthsOverride = true);
// The first timing point should have a relative velocity of 2
assertPosition(0, 0f);
assertPosition(1, 0.5f);
assertPosition(2, 1f);
// Move to the second timing point
setTime(3 * time_range);
assertPosition(3, 0f);
// As above, this is the timing point that is 1x speed relative to itself, so the hitobject occurring time_range milliseconds later should be at the bottom of the view window
assertPosition(4, 1f);
}
[Test]
public void TestNonRelativeScale()
{
var beatmap = createBeatmap(
new TimingControlPoint { BeatLength = time_range },
new TimingControlPoint { Time = 3 * time_range, BeatLength = time_range / 2 });
createTest(beatmap);
assertPosition(0, 0f);
assertPosition(1, 1);
// Move to the second timing point
setTime(3 * time_range);
assertPosition(3, 0f);
// For a beat length of 500, the view window of this timing point is elongated 2x (1000 / 500), such that the second hitobject is two TimeRanges away (offscreen)
// To bring it on-screen, half TimeRange is added to the current time, bringing the second half of the view window into view, and the hitobject should appear at the bottom
setTime(3 * time_range + time_range / 2);
assertPosition(4, 1f);
}
private void assertPosition(int index, float relativeY) => AddAssert($"hitobject {index} at {relativeY}",
() => Precision.AlmostEquals(drawableRuleset.Playfield.AllHitObjects.ElementAt(index).DrawPosition.Y, drawableRuleset.Playfield.HitObjectContainer.DrawHeight * relativeY));
private void setTime(double time)
{
AddStep($"set time = {time}", () => testClock.CurrentTime = time);
}
/// <summary>
/// Creates an <see cref="IBeatmap"/>, containing 10 hitobjects and user-provided timing points.
/// The hitobjects are spaced <see cref="time_range"/> milliseconds apart.
/// </summary>
/// <param name="timingControlPoints">The timing points to add to the beatmap.</param>
/// <returns>The <see cref="IBeatmap"/>.</returns>
private IBeatmap createBeatmap(params TimingControlPoint[] timingControlPoints)
{
var beatmap = new Beatmap<HitObject> { BeatmapInfo = { Ruleset = new OsuRuleset().RulesetInfo } };
beatmap.ControlPointInfo.TimingPoints.AddRange(timingControlPoints);
for (int i = 0; i < 10; i++)
beatmap.HitObjects.Add(new HitObject { StartTime = i * time_range });
return beatmap;
}
private void createTest(IBeatmap beatmap, Action<TestDrawableScrollingRuleset> overrideAction = null) => AddStep("create test", () =>
{
var ruleset = new TestScrollingRuleset();
drawableRuleset = (TestDrawableScrollingRuleset)ruleset.CreateDrawableRulesetWith(CreateWorkingBeatmap(beatmap), Array.Empty<Mod>());
drawableRuleset.FrameStablePlayback = false;
overrideAction?.Invoke(drawableRuleset);
Child = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 0.75f,
Width = 400,
Masking = true,
Clock = new FramedClock(testClock),
Child = drawableRuleset
};
});
#region Ruleset
private class TestScrollingRuleset : Ruleset
{
public TestScrollingRuleset(RulesetInfo rulesetInfo = null)
: base(rulesetInfo)
{
}
public override IEnumerable<Mod> GetModsFor(ModType type) => throw new NotImplementedException();
public override DrawableRuleset CreateDrawableRulesetWith(IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods) => new TestDrawableScrollingRuleset(this, beatmap, mods);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TestBeatmapConverter(beatmap);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => throw new NotImplementedException();
public override string Description { get; } = string.Empty;
public override string ShortName { get; } = string.Empty;
}
private class TestDrawableScrollingRuleset : DrawableScrollingRuleset<TestHitObject>
{
public bool RelativeScaleBeatLengthsOverride { get; set; }
protected override bool RelativeScaleBeatLengths => RelativeScaleBeatLengthsOverride;
protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
public TestDrawableScrollingRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
: base(ruleset, beatmap, mods)
{
TimeRange.Value = time_range;
}
public override DrawableHitObject<TestHitObject> CreateDrawableRepresentation(TestHitObject h) => new DrawableTestHitObject(h);
protected override PassThroughInputManager CreateInputManager() => new PassThroughInputManager();
protected override Playfield CreatePlayfield() => new TestPlayfield();
}
private class TestPlayfield : ScrollingPlayfield
{
public TestPlayfield()
{
AddInternal(new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f,
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 150 },
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.TopCentre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Height = 2,
Colour = Color4.Green
},
HitObjectContainer
}
}
}
});
}
}
private class TestBeatmapConverter : BeatmapConverter<TestHitObject>
{
public TestBeatmapConverter(IBeatmap beatmap)
: base(beatmap)
{
}
protected override IEnumerable<Type> ValidConversionTypes => new[] { typeof(HitObject) };
protected override IEnumerable<TestHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap)
{
yield return new TestHitObject
{
StartTime = original.StartTime,
EndTime = (original as IHasEndTime)?.EndTime ?? (original.StartTime + 100)
};
}
}
#endregion
#region HitObject
private class TestHitObject : HitObject, IHasEndTime
{
public double EndTime { get; set; }
public double Duration => EndTime - StartTime;
}
private class DrawableTestHitObject : DrawableHitObject<TestHitObject>
{
public DrawableTestHitObject(TestHitObject hitObject)
: base(hitObject)
{
Anchor = Anchor.TopCentre;
Origin = Anchor.TopCentre;
Size = new Vector2(100, 25);
AddRangeInternal(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.LightPink
},
new Box
{
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = 2,
Colour = Color4.Red
}
});
}
}
#endregion
}
}

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@ -3,12 +3,13 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Screens.Play;
using osuTK;
@ -29,57 +30,118 @@ namespace osu.Game.Tests.Visual.Gameplay
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
Child = globalActionContainer = new GlobalActionContainer(game)
{
Children = new Drawable[]
{
pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
},
failOverlay = new FailOverlay
Child = globalActionContainer = new GlobalActionContainer(game);
}
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
}
[SetUp]
public void SetUp() => Schedule(() =>
{
globalActionContainer.Children = new Drawable[]
{
pauseOverlay = new PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
},
failOverlay = new FailOverlay
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
}
};
InputManager.MoveMouseTo(Vector2.Zero);
});
[Test]
public void TestAdjustRetryCount()
{
showOverlay();
var retryCount = 0;
AddStep("Add retry", () =>
AddRepeatStep("Add retry", () =>
{
retryCount++;
pauseOverlay.Retries = failOverlay.Retries = retryCount;
});
}, 10);
}
AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// </summary>
[Test]
public void TestEnterWithoutSelection()
{
showOverlay();
testHideResets();
AddStep("Press select", () => press(GlobalAction.Select));
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
}
testEnterWithoutSelection();
testKeyUpFromInitial();
testKeyDownFromInitial();
testKeyUpWrapping();
testKeyDownWrapping();
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
[Test]
public void TestKeyUpFromInitial()
{
showOverlay();
testMouseSelectionAfterKeySelection();
testKeySelectionAfterMouseSelection();
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
}
testMouseDeselectionResets();
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
[Test]
public void TestKeyDownFromInitial()
{
showOverlay();
testClickSelection();
testEnterKeySelection();
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
[Test]
public void TestKeyUpWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
[Test]
public void TestKeyDownWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
}
/// <summary>
/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
/// </summary>
private void testHideResets()
[Test]
public void TestHideResets()
{
AddStep("Show overlay", () => failOverlay.Show());
@ -90,141 +152,78 @@ namespace osu.Game.Tests.Visual.Gameplay
}
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// Tests that entering menu with cursor initially on button doesn't selects it immediately.
/// This is to allow for stable keyboard navigation.
/// </summary>
private void testEnterWithoutSelection()
[Test]
public void TestInitialButtonHover()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
AddStep("Press select", () => press(GlobalAction.Select));
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0)));
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
showOverlay();
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
private void testKeyUpFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddAssert("First button not selected", () => !getButton(0).Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
AddStep("Move slightly", () => InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(1)));
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
private void testKeyDownFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyUpWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Hide overlay", () => failOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyDownWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => failOverlay.Hide());
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
/// </summary>
private void testMouseSelectionAfterKeySelection()
[Test]
public void TestMouseSelectionAfterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var secondButton = pauseOverlay.Buttons.Skip(1).First();
showOverlay();
AddStep("Down arrow", () => press(Key.Down));
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected.Value);
AddAssert("Second button selected", () => secondButton.Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddAssert("First button not selected", () => !getButton(0).Selected.Value);
AddAssert("Second button selected", () => getButton(1).Selected.Value);
}
/// <summary>
/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
/// </summary>
private void testKeySelectionAfterMouseSelection()
[Test]
public void TestKeySelectionAfterMouseSelection()
{
AddStep("Show overlay", () =>
{
pauseOverlay.Show();
InputManager.MoveMouseTo(Vector2.Zero);
});
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddStep("Up arrow", () => press(Key.Up));
AddAssert("Second button not selected", () => !secondButton.Selected.Value);
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddAssert("Second button not selected", () => !getButton(1).Selected.Value);
AddAssert("First button selected", () => getButton(0).Selected.Value);
}
/// <summary>
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
/// </summary>
private void testMouseDeselectionResets()
[Test]
public void TestMouseDeselectionResets()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
AddStep("Down arrow", () => press(Key.Down));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); // Initial state condition
AddStep("Hide overlay", () => pauseOverlay.Hide());
AddAssert("First button selected", () => getButton(0).Selected.Value); // Initial state condition
}
/// <summary>
/// Tests that clicking on a button correctly causes a click event for that button.
/// </summary>
private void testClickSelection()
[Test]
public void TestClickSelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var retryButton = pauseOverlay.Buttons.Skip(1).First();
showOverlay();
bool triggered = false;
AddStep("Click retry button", () =>
@ -232,7 +231,7 @@ namespace osu.Game.Tests.Visual.Gameplay
var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true;
retryButton.Click();
getButton(1).Click();
pauseOverlay.OnRetry = lastAction;
});
@ -243,9 +242,10 @@ namespace osu.Game.Tests.Visual.Gameplay
/// <summary>
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
/// </summary>
private void testEnterKeySelection()
[Test]
public void TestEnterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
showOverlay();
AddStep("Select second button", () =>
{
@ -275,6 +275,10 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
}
private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
private void press(Key key)
{
InputManager.PressKey(key);

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@ -17,6 +17,8 @@ namespace osu.Game.Tests.Visual.Gameplay
{
private bool exitAction;
protected override double TimePerAction => 100; // required for the early exit test, since hold-to-confirm delay is 200ms
[BackgroundDependencyLoader]
private void load()
{

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@ -200,10 +200,6 @@ namespace osu.Game.Tests.Visual.Gameplay
break;
}
}
protected override void UpdateState(ArmedState state)
{
}
}
private class TestDrawableHitObject : DrawableHitObject<HitObject>
@ -216,10 +212,6 @@ namespace osu.Game.Tests.Visual.Gameplay
AddInternal(new Box { Size = new Vector2(75) });
}
protected override void UpdateState(ArmedState state)
{
}
}
}
}

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@ -5,11 +5,14 @@ using System;
using System.Globalization;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Skinning;
@ -27,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("setup layout larger source", () =>
{
Child = new LocalSkinOverrideContainer(new SizedSource(50))
Child = new SkinProvidingContainer(new SizedSource(50))
{
RelativeSizeAxes = Axes.Both,
Child = fill = new FillFlowContainer<ExposedSkinnableDrawable>
@ -59,7 +62,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("setup layout larger source", () =>
{
Child = new LocalSkinOverrideContainer(new SizedSource(30))
Child = new SkinProvidingContainer(new SizedSource(30))
{
RelativeSizeAxes = Axes.Both,
Child = fill = new FillFlowContainer<ExposedSkinnableDrawable>
@ -95,7 +98,7 @@ namespace osu.Game.Tests.Visual.Gameplay
Child = new SkinSourceContainer
{
RelativeSizeAxes = Axes.Both,
Child = new LocalSkinOverrideContainer(secondarySource)
Child = new SkinProvidingContainer(secondarySource)
{
RelativeSizeAxes = Axes.Both,
Child = consumer = new SkinConsumer("test", name => new NamedBox("Default Implementation"), source => true)
@ -120,7 +123,7 @@ namespace osu.Game.Tests.Visual.Gameplay
Child = new SkinSourceContainer
{
RelativeSizeAxes = Axes.Both,
Child = target = new LocalSkinOverrideContainer(secondarySource)
Child = target = new SkinProvidingContainer(secondarySource)
{
RelativeSizeAxes = Axes.Both,
}
@ -132,12 +135,55 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("skinchanged only called once", () => consumer.SkinChangedCount == 1);
}
[Test]
public void TestSwitchOff()
{
SkinConsumer consumer = null;
SwitchableSkinProvidingContainer target = null;
AddStep("setup layout", () =>
{
Child = new SkinSourceContainer
{
RelativeSizeAxes = Axes.Both,
Child = target = new SwitchableSkinProvidingContainer(new SecondarySource())
{
RelativeSizeAxes = Axes.Both,
}
};
});
AddStep("add permissive", () => target.Add(consumer = new SkinConsumer("test", name => new NamedBox("Default Implementation"), source => true)));
AddAssert("consumer using override source", () => consumer.Drawable is SecondarySourceBox);
AddStep("disable", () => target.Disable());
AddAssert("consumer using base source", () => consumer.Drawable is BaseSourceBox);
}
private class SwitchableSkinProvidingContainer : SkinProvidingContainer
{
private bool allow = true;
protected override bool AllowDrawableLookup(ISkinComponent component) => allow;
public void Disable()
{
allow = false;
TriggerSourceChanged();
}
public SwitchableSkinProvidingContainer(ISkin skin)
: base(skin)
{
}
}
private class ExposedSkinnableDrawable : SkinnableDrawable
{
public new Drawable Drawable => base.Drawable;
public ExposedSkinnableDrawable(string name, Func<string, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit)
: base(name, defaultImplementation, allowFallback, confineMode)
public ExposedSkinnableDrawable(string name, Func<ISkinComponent, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null,
ConfineMode confineMode = ConfineMode.ScaleDownToFit)
: base(new TestSkinComponent(name), defaultImplementation, allowFallback, confineMode)
{
}
}
@ -205,8 +251,8 @@ namespace osu.Game.Tests.Visual.Gameplay
public new Drawable Drawable => base.Drawable;
public int SkinChangedCount { get; private set; }
public SkinConsumer(string name, Func<string, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null)
: base(name, defaultImplementation, allowFallback)
public SkinConsumer(string name, Func<ISkinComponent, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null)
: base(new TestSkinComponent(name), defaultImplementation, allowFallback)
{
}
@ -242,8 +288,8 @@ namespace osu.Game.Tests.Visual.Gameplay
this.size = size;
}
public Drawable GetDrawableComponent(string componentName) =>
componentName == "available"
public Drawable GetDrawableComponent(ISkinComponent componentName) =>
componentName.LookupName == "available"
? new DrawWidthBox
{
Colour = Color4.Yellow,
@ -253,31 +299,48 @@ namespace osu.Game.Tests.Visual.Gameplay
public Texture GetTexture(string componentName) => throw new NotImplementedException();
public SampleChannel GetSample(string sampleName) => throw new NotImplementedException();
public SampleChannel GetSample(ISampleInfo sampleInfo) => throw new NotImplementedException();
public TValue GetValue<TConfiguration, TValue>(Func<TConfiguration, TValue> query) where TConfiguration : SkinConfiguration => throw new NotImplementedException();
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => throw new NotImplementedException();
}
private class SecondarySource : ISkin
{
public Drawable GetDrawableComponent(string componentName) => new SecondarySourceBox();
public Drawable GetDrawableComponent(ISkinComponent componentName) => new SecondarySourceBox();
public Texture GetTexture(string componentName) => throw new NotImplementedException();
public SampleChannel GetSample(string sampleName) => throw new NotImplementedException();
public SampleChannel GetSample(ISampleInfo sampleInfo) => throw new NotImplementedException();
public TValue GetValue<TConfiguration, TValue>(Func<TConfiguration, TValue> query) where TConfiguration : SkinConfiguration => throw new NotImplementedException();
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => throw new NotImplementedException();
}
private class SkinSourceContainer : Container, ISkin
[Cached(typeof(ISkinSource))]
private class SkinSourceContainer : Container, ISkinSource
{
public Drawable GetDrawableComponent(string componentName) => new BaseSourceBox();
public Drawable GetDrawableComponent(ISkinComponent componentName) => new BaseSourceBox();
public Texture GetTexture(string componentName) => throw new NotImplementedException();
public SampleChannel GetSample(string sampleName) => throw new NotImplementedException();
public SampleChannel GetSample(ISampleInfo sampleInfo) => throw new NotImplementedException();
public TValue GetValue<TConfiguration, TValue>(Func<TConfiguration, TValue> query) where TConfiguration : SkinConfiguration => throw new NotImplementedException();
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => throw new NotImplementedException();
public event Action SourceChanged;
}
private class TestSkinComponent : ISkinComponent
{
private readonly string name;
public TestSkinComponent(string name)
{
this.name = name;
}
public string ComponentGroup => string.Empty;
public string LookupName => name;
}
}
}

View File

@ -21,32 +21,38 @@ namespace osu.Game.Tests.Visual.Gameplay
private readonly Container<DrawableStoryboard> storyboardContainer;
private DrawableStoryboard storyboard;
[Cached]
private MusicController musicController = new MusicController();
public TestSceneStoryboard()
{
Clock = new FramedClock();
Add(new Container
AddRange(new Drawable[]
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
musicController,
new Container
{
new Box
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
storyboardContainer = new Container<DrawableStoryboard>
{
RelativeSizeAxes = Axes.Both,
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
storyboardContainer = new Container<DrawableStoryboard>
{
RelativeSizeAxes = Axes.Both,
},
},
},
});
Add(new MusicController
{
Origin = Anchor.TopRight,
Anchor = Anchor.TopRight,
State = { Value = Visibility.Visible },
new NowPlayingOverlay
{
Origin = Anchor.TopRight,
Anchor = Anchor.TopRight,
State = { Value = Visibility.Visible },
}
});
AddStep("Restart", restart);