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Merge branch 'master' into storyboard-overlay-layer
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@ -156,8 +156,8 @@ namespace osu.Game.Tests.Beatmaps.IO
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var manager = osu.Dependencies.Get<BeatmapManager>();
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// ReSharper disable once AccessToModifiedClosure
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manager.ItemAdded += _ => Interlocked.Increment(ref itemAddRemoveFireCount);
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manager.ItemRemoved += _ => Interlocked.Increment(ref itemAddRemoveFireCount);
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manager.ItemAdded.BindValueChanged(_ => Interlocked.Increment(ref itemAddRemoveFireCount));
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manager.ItemRemoved.BindValueChanged(_ => Interlocked.Increment(ref itemAddRemoveFireCount));
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var imported = await LoadOszIntoOsu(osu);
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@ -2,9 +2,9 @@
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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@ -16,7 +16,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestFixture]
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public class TestSceneSkipOverlay : OsuManualInputManagerTestScene
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{
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private SkipOverlay skip;
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private TestSkipOverlay skip;
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private int requestCount;
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private double increment;
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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skip = new SkipOverlay(skip_time)
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skip = new TestSkipOverlay(skip_time)
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{
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RequestSkip = () =>
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{
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@ -56,19 +56,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestFadeOnIdle()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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AddUntilStep("fully visible", () => skip.FadingContent.Alpha == 1);
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AddUntilStep("wait for fade", () => skip.FadingContent.Alpha < 1);
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("fully visible", () => skip.Children.First().Alpha == 1);
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha < 1);
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AddUntilStep("fully visible", () => skip.FadingContent.Alpha == 1);
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AddUntilStep("wait for fade", () => skip.FadingContent.Alpha < 1);
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}
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[Test]
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public void TestClickableAfterFade()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for fade", () => skip.Children.First().Alpha == 0);
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AddUntilStep("wait for fade", () => skip.FadingContent.Alpha == 0);
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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checkRequestCount(1);
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}
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@ -105,13 +105,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("button down", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep("wait for overlay disappear", () => !skip.IsPresent);
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AddAssert("ensure button didn't disappear", () => skip.Children.First().Alpha > 0);
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AddUntilStep("wait for overlay disappear", () => !skip.OverlayContent.IsPresent);
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AddAssert("ensure button didn't disappear", () => skip.FadingContent.Alpha > 0);
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AddStep("button up", () => InputManager.ReleaseButton(MouseButton.Left));
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checkRequestCount(0);
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}
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private void checkRequestCount(int expected) =>
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AddAssert($"request count is {expected}", () => requestCount == expected);
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private class TestSkipOverlay : SkipOverlay
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{
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public TestSkipOverlay(double startTime)
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: base(startTime)
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{
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}
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public Drawable OverlayContent => InternalChild;
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public Drawable FadingContent => (OverlayContent as Container)?.Child;
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}
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}
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}
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@ -69,6 +69,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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settings.NameField.Current.Value = expected_name;
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settings.DurationField.Current.Value = expectedDuration;
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Room.Playlist.Add(new PlaylistItem { Beatmap = { Value = CreateBeatmap(Ruleset.Value).BeatmapInfo } });
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roomManager.CreateRequested = r =>
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{
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@ -89,6 +90,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("setup", () =>
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{
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Room.Name.Value = "Test Room";
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Room.Playlist.Add(new PlaylistItem { Beatmap = { Value = CreateBeatmap(Ruleset.Value).BeatmapInfo } });
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fail = true;
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roomManager.CreateRequested = _ => !fail;
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});
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