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Move navigation / game test scenes to new namespace
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153
osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs
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153
osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs
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// 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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneScreenNavigation : OsuGameTestScene
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{
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private const float click_padding = 25;
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private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
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private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
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[Test]
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public void TestExitSongSelectWithEscape()
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{
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TestSongSelect songSelect = null;
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pushAndConfirm(() => songSelect = new TestSongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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pushEscape();
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AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaEscapeAndConfirm();
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestSongContinuesAfterExitPlayer(bool withUserPause)
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{
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Player player = null;
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WorkingBeatmap beatmap() => Game.Beatmap.Value;
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Track track() => beatmap().Track;
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pushAndConfirm(() => new TestSongSelect());
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AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop());
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AddStep("press enter", () => pressAndRelease(Key.Enter));
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AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for track stop", () => !track().IsRunning);
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AddAssert("Ensure time before preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => track().IsRunning);
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AddAssert("Ensure time wasn't reset to preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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}
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[Test]
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public void TestExitSongSelectWithClick()
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{
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TestSongSelect songSelect = null;
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pushAndConfirm(() => songSelect = new TestSongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
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AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == Game.BackButton));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestExitMultiWithEscape()
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{
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pushAndConfirm(() => new Screens.Multi.Multiplayer());
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exitViaEscapeAndConfirm();
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}
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[Test]
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public void TestExitMultiWithBackButton()
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{
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pushAndConfirm(() => new Screens.Multi.Multiplayer());
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestOpenOptionsAndExitWithEscape()
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{
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AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
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AddStep("Enter menu", () => pressAndRelease(Key.Enter));
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AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
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AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
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AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
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AddStep("Hide options overlay using escape", () => pressAndRelease(Key.Escape));
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AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
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}
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private void pushAndConfirm(Func<Screen> newScreen)
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{
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Screen screen = null;
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AddStep("Push new screen", () => Game.ScreenStack.Push(screen = newScreen()));
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AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => pressAndRelease(Key.Escape));
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private void exitViaEscapeAndConfirm()
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{
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pushEscape();
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ConfirmAtMainMenu();
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}
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private void exitViaBackButtonAndConfirm()
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{
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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ConfirmAtMainMenu();
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}
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private void pressAndRelease(Key key)
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{
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InputManager.PressKey(key);
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InputManager.ReleaseKey(key);
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}
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private class TestSongSelect : PlaySongSelect
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{
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public ModSelectOverlay ModSelectOverlay => ModSelect;
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}
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}
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}
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