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https://github.com/osukey/osukey.git
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Add grouping of visual tests
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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.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Background
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{
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[TestFixture]
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public class TestCaseBackgroundScreenBeatmap : ManualInputManagerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ScreenWithBeatmapBackground),
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typeof(PlayerLoader),
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typeof(Player),
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typeof(UserDimContainer),
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typeof(OsuScreen)
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};
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private DummySongSelect songSelect;
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private TestPlayerLoader playerLoader;
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private TestPlayer player;
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private DatabaseContextFactory factory;
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private BeatmapManager manager;
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private RulesetStore rulesets;
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private ScreenStackCacheContainer screenStackContainer;
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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factory = new DatabaseContextFactory(LocalStorage);
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factory.ResetDatabase();
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using (var usage = factory.Get())
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usage.Migrate();
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factory.ResetDatabase();
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using (var usage = factory.Get())
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usage.Migrate();
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Dependencies.Cache(rulesets = new RulesetStore(factory));
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null, host, Beatmap.Default));
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Dependencies.Cache(new OsuConfigManager(LocalStorage));
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manager.Import(TestResources.GetTestBeatmapForImport());
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Beatmap.SetDefault();
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}
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[SetUp]
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public virtual void SetUp() => Schedule(() =>
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{
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Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
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screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect());
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});
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/// <summary>
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/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
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/// </summary>
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[Test]
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public void PlayerLoaderSettingsHoverTest()
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{
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setupUserSettings();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer())));
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AddUntilStep("Wait for Player Loader to load", () => playerLoader?.IsLoaded ?? false);
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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AddStep("Trigger background preview", () =>
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{
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InputManager.MoveMouseTo(playerLoader.ScreenPos);
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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});
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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/// <summary>
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/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
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/// The OnHover of PlayerLoader will trigger, which could potentially cause visual settings to be unapplied unless checked for in PlayerLoader.
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/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
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/// </summary>
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[Test]
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public void PlayerLoaderTransitionTest()
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{
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performFullSetup();
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AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Make sure the background is fully invisible (Alpha == 0) when the background should be disabled by the storyboard.
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/// </summary>
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[Test]
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public void StoryboardBackgroundVisibilityTest()
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{
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performFullSetup();
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createFakeStoryboard();
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AddStep("Storyboard Enabled", () =>
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{
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player.ReplacesBackground.Value = true;
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player.StoryboardEnabled.Value = true;
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});
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waitForDim();
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AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible());
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AddStep("Storyboard Disabled", () =>
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{
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player.ReplacesBackground.Value = false;
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player.StoryboardEnabled.Value = false;
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});
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waitForDim();
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AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && player.IsStoryboardInvisible());
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}
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/// <summary>
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/// When exiting player, the screen that it suspends/exits to needs to have a fully visible (Alpha == 1) background.
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/// </summary>
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[Test]
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public void StoryboardTransitionTest()
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{
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performFullSetup();
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createFakeStoryboard();
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AddStep("Exit to song select", () => player.Exit());
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waitForDim();
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AddAssert("Background is visible", () => songSelect.IsBackgroundVisible());
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}
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/// <summary>
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/// Check if the <see cref="UserDimContainer"/> is properly accepting user-defined visual changes at all.
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/// </summary>
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[Test]
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public void DisableUserDimTest()
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{
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performFullSetup();
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("EnableUserDim disabled", () => songSelect.DimEnabled.Value = false);
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddStep("EnableUserDim enabled", () => songSelect.DimEnabled.Value = true);
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Check if the visual settings container retains dim and blur when pausing
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/// </summary>
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[Test]
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public void PauseTest()
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{
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performFullSetup(true);
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AddStep("Pause", () => player.Pause());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Unpause", () => player.Resume());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
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/// </summary>
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[Test]
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public void TransitionTest()
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{
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performFullSetup();
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var results = new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } });
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AddStep("Transition to Results", () => player.Push(results));
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AddUntilStep("Wait for results is current", results.IsCurrentScreen);
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waitForDim();
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AddAssert("Screen is undimmed, original background retained", () =>
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songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
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}
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/// <summary>
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/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
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/// </summary>
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[Test]
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public void TransitionOutTest()
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{
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performFullSetup();
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AddStep("Exit to song select", () => player.Exit());
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
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}
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/// <summary>
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/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
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/// </summary>
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[Test]
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public void ResumeFromPlayerTest()
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{
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performFullSetup();
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AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
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AddStep("Resume PlayerLoader", () => player.Restart());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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private void waitForDim() => AddWaitStep("Wait for dim", 5);
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private void createFakeStoryboard() => AddStep("Create storyboard", () =>
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{
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player.StoryboardEnabled.Value = false;
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player.ReplacesBackground.Value = false;
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player.CurrentStoryboardContainer.Add(new SpriteText
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{
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Size = new Vector2(250, 50),
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Alpha = 1,
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Colour = Color4.Tomato,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "THIS IS A STORYBOARD",
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});
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});
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private void performFullSetup(bool allowPause = false)
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{
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setupUserSettings();
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AddStep("Start player loader", () =>
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{
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songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer
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{
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AllowPause = allowPause,
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Ready = true,
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}));
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});
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AddUntilStep("Wait for Player Loader to load", () => playerLoader.IsLoaded);
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Wait for player to load", () => player.IsLoaded);
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}
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private void setupUserSettings()
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{
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AddUntilStep("Song select has selection", () => songSelect.Carousel.SelectedBeatmap != null);
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AddStep("Set default user settings", () =>
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{
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Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
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songSelect.DimLevel.Value = 0.7f;
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songSelect.BlurLevel.Value = 0.4f;
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});
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}
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private class DummySongSelect : PlaySongSelect
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{
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protected override BackgroundScreen CreateBackground()
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{
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FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
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DimEnabled.BindTo(background.EnableUserDim);
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return background;
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}
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public readonly Bindable<bool> DimEnabled = new Bindable<bool>();
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public readonly Bindable<double> DimLevel = new Bindable<double>();
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public readonly Bindable<double> BlurLevel = new Bindable<double>();
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public new BeatmapCarousel Carousel => base.Carousel;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.DimLevel, DimLevel);
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config.BindWith(OsuSetting.BlurLevel, BlurLevel);
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}
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public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)DimLevel.Value);
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public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
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public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25);
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public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
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public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
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public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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/// <summary>
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/// Make sure every time a screen gets pushed, the background doesn't get replaced
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/// </summary>
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/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
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public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen();
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}
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private class FadeAccessibleResults : SoloResults
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{
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public FadeAccessibleResults(ScoreInfo score)
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: base(score)
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{
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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}
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private class TestPlayer : Player
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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protected override UserDimContainer CreateStoryboardContainer()
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{
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return new TestUserDimContainer(true)
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 1,
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EnableUserDim = { Value = true }
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};
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}
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public UserDimContainer CurrentStoryboardContainer => StoryboardContainer;
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// Whether or not the player should be allowed to load.
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public bool Ready;
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public Bindable<bool> StoryboardEnabled;
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public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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public bool IsStoryboardVisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
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public bool IsStoryboardInvisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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while (!Ready)
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Thread.Sleep(1);
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StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
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DrawableRuleset.IsPaused.BindTo(IsPaused);
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}
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}
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private class ScreenStackCacheContainer : Container
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{
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[Cached]
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private BackgroundScreenStack backgroundScreenStack;
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public readonly ScreenStack ScreenStack;
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public ScreenStackCacheContainer()
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{
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Add(backgroundScreenStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both });
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Add(ScreenStack = new ScreenStack { RelativeSizeAxes = Axes.Both });
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}
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}
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private class TestPlayerLoader : PlayerLoader
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{
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public VisualSettings VisualSettingsPos => VisualSettings;
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public BackgroundScreen ScreenPos => Background;
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public TestPlayerLoader(Player player)
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: base(() => player)
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{
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}
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public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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}
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private class FadeAccessibleBackground : BackgroundScreenBeatmap
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{
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protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
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public Color4 CurrentColour => fadeContainer.CurrentColour;
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public float CurrentAlpha => fadeContainer.CurrentAlpha;
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public Vector2 CurrentBlur => Background.BlurSigma;
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private TestUserDimContainer fadeContainer;
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public FadeAccessibleBackground(WorkingBeatmap beatmap)
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: base(beatmap)
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{
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}
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}
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private class TestUserDimContainer : UserDimContainer
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{
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public Color4 CurrentColour => DimContainer.Colour;
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public float CurrentAlpha => DimContainer.Alpha;
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public TestUserDimContainer(bool isStoryboard = false)
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: base(isStoryboard)
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{
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}
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}
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}
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}
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