// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; using osu.Framework.Configuration; using osu.Game.Graphics; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Play; using osu.Game.Screens.Select; using osu.Game.Users; using osuTK.Graphics; namespace osu.Game.Tests.Visual { [TestFixture] public class TestCaseBackgroundScreenBeatmap : TestCasePlayer { public TestCaseBackgroundScreenBeatmap() : base(new OsuRuleset()) { } [SetUp] public void Setup() { ((DimAccessiblePlayer)Player).UpdateBindables(); } /// /// Check if the fade container is properly being reset when screen dim is disabled. /// [Test] public void DisableUserDimTest() { AddStep("Test User Undimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = false); AddWaitStep(5, "Wait for dim"); AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed()); } /// /// Check if the fade container is properly being faded when screen dim is enabled. /// [Test] public void EnableUserDimTest() { AddStep("Test User Dimming", () => ((DimAccessiblePlayer)Player).DimEnabled.Value = true); AddWaitStep(5, "Wait for dim"); AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimState()); } /// /// Check if the fade container retains dim when pausing /// [Test] public void PauseTest() { AddStep("Transition to Results", () => ((DimAccessiblePlayer)Player).TriggerExit()); AddWaitStep(5, "Wait for dim"); AddAssert("Screen is dimmed", () => ((DimAccessiblePlayer)Player).AssertDimState()); } /// /// Check if the fade container removes user dim when leaving the player /// [Test] public void TransitionTest() { AddStep("Transition to Results", () => LoadScreen(new FadeAccesibleResults(new ScoreInfo { User = new User { Username = "osu!" }}))); AddWaitStep(5, "Wait for dim"); AddAssert("Screen is undimmed", () => ((DimAccessiblePlayer)Player).AssertUndimmed()); } protected override Player CreatePlayer(Ruleset ruleset) => new DimAccessiblePlayer(); private class FadeAccesibleResults : SoloResults { public FadeAccesibleResults(ScoreInfo score) : base(score) { } protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(); } private class DimAccessiblePlayer : Player { public Bindable DimEnabled; protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(); public void UpdateBindables() { DimEnabled = Background.UpdateDim; } public bool AssertDimState() { return ((FadeAccessibleBackground)Background).AssertDimState(); } public bool AssertUndimmed() { return ((FadeAccessibleBackground)Background).AssertUndimmed(); } public void TriggerExit() { OnExiting(new PlaySongSelect()); } } private class FadeAccessibleBackground : BackgroundScreenBeatmap { public bool AssertDimState() { return FadeContainer.Colour == OsuColour.Gray(1 - (float)DimLevel); } public bool AssertUndimmed() { return FadeContainer.Colour == Color4.White; } } } }