Ensure that all changes to screen backgrounds are on the correct thread

This commit is contained in:
Dean Herbert
2021-01-04 18:32:23 +09:00
parent a3e4e2f6c3
commit b3f08b29ca
12 changed files with 132 additions and 60 deletions

View File

@ -82,7 +82,7 @@ namespace osu.Game.Tests.Visual.Background
});
AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.CheckBackgroundBlur(playerLoader.ExpectedBackgroundBlur));
}
/// <summary>
@ -106,6 +106,7 @@ namespace osu.Game.Tests.Visual.Background
public void TestStoryboardBackgroundVisibility()
{
performFullSetup();
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
createFakeStoryboard();
AddStep("Enable Storyboard", () =>
{
@ -198,8 +199,9 @@ namespace osu.Game.Tests.Visual.Background
})));
AddUntilStep("Wait for results is current", () => results.IsCurrentScreen());
AddUntilStep("Screen is undimmed, original background retained", () =>
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && songSelect.CheckBackgroundBlur(results.ExpectedBackgroundBlur));
}
/// <summary>
@ -224,7 +226,7 @@ namespace osu.Game.Tests.Visual.Background
AddStep("Resume PlayerLoader", () => player.Restart());
AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.CheckBackgroundBlur(playerLoader.ExpectedBackgroundBlur));
}
private void createFakeStoryboard() => AddStep("Create storyboard", () =>
@ -274,9 +276,11 @@ namespace osu.Game.Tests.Visual.Background
private class DummySongSelect : PlaySongSelect
{
private FadeAccessibleBackground background;
protected override BackgroundScreen CreateBackground()
{
FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
background = new FadeAccessibleBackground(Beatmap.Value);
DimEnabled.BindTo(background.EnableUserDim);
return background;
}
@ -294,42 +298,54 @@ namespace osu.Game.Tests.Visual.Background
config.BindWith(OsuSetting.BlurLevel, BlurLevel);
}
public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1f - ((FadeAccessibleBackground)Background).CurrentDim);
public bool IsBackgroundDimmed() => background.CurrentColour == OsuColour.Gray(1f - background.CurrentDim);
public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
public bool IsBackgroundUndimmed() => background.CurrentColour == Color4.White;
public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR);
public bool IsUserBlurApplied() => background.CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR);
public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsUserBlurDisabled() => background.CurrentBlur == new Vector2(0);
public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
public bool IsBackgroundInvisible() => background.CurrentAlpha == 0;
public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
public bool IsBackgroundVisible() => background.CurrentAlpha == 1;
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
public bool IsBlurCorrect() => background.CurrentBlur == new Vector2(BACKGROUND_BLUR);
public bool CheckBackgroundBlur(Vector2 expected) => background.CurrentBlur == expected;
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen();
public bool IsBackgroundCurrent() => background?.IsCurrentScreen() == true;
}
private class FadeAccessibleResults : ResultsScreen
{
private FadeAccessibleBackground background;
public FadeAccessibleResults(ScoreInfo score)
: base(score, true)
{
}
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
protected override BackgroundScreen CreateBackground() => background = new FadeAccessibleBackground(Beatmap.Value);
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
public Vector2 ExpectedBackgroundBlur => new Vector2(BACKGROUND_BLUR);
}
private class LoadBlockingTestPlayer : TestPlayer
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
protected override BackgroundScreen CreateBackground() =>
new FadeAccessibleBackground(Beatmap.Value);
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
ApplyToBackground(b => ReplacesBackground.BindTo(b.StoryboardReplacesBackground));
}
public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
@ -354,15 +370,16 @@ namespace osu.Game.Tests.Visual.Background
Thread.Sleep(1);
StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
DrawableRuleset.IsPaused.BindTo(IsPaused);
}
}
private class TestPlayerLoader : PlayerLoader
{
private FadeAccessibleBackground background;
public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background;
public BackgroundScreen ScreenPos => background;
public TestPlayerLoader(Player player)
: base(() => player)
@ -371,9 +388,9 @@ namespace osu.Game.Tests.Visual.Background
public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
public Vector2 ExpectedBackgroundBlur => new Vector2(BACKGROUND_BLUR);
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
protected override BackgroundScreen CreateBackground() => background = new FadeAccessibleBackground(Beatmap.Value);
}
private class FadeAccessibleBackground : BackgroundScreenBeatmap