Beispiel #1
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        public void TestRetryCountIncrements()
        {
            Player player = null;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddAssert("retry count is 0", () => player.RestartCount == 0);

            AddStep("attempt to retry", () => player.ChildrenOfType <HotkeyRetryOverlay>().First().Action());
            AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);

            AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
            AddAssert("retry count is 1", () => player.RestartCount == 1);
        }
Beispiel #2
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        private Func <Player> playToResults()
        {
            Player player = null;

            IWorkingBeatmap beatmap() => Game.Beatmap.Value;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime {
                                                                                SpeedChange = { Value = 2 }
                                                                            } });

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
            AddStep("seek to near end", () => player.ChildrenOfType <GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^ 1].StartTime - 1000));
Beispiel #3
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        public void TestSongSelectBackActionHandling()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddStep("set filter", () => songSelect.ChildrenOfType <SearchTextBox>().Single().Current.Value = "test");
            AddStep("press back", () => InputManager.Click(MouseButton.Button1));

            AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
            AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType <SearchTextBox>().Single().Current.Value));

            AddStep("set filter again", () => songSelect.ChildrenOfType <SearchTextBox>().Single().Current.Value = "test");
            AddStep("open collections dropdown", () =>
            {
                InputManager.MoveMouseTo(songSelect.ChildrenOfType <CollectionFilterDropdown>().Single());
                InputManager.Click(MouseButton.Left);
            });

            AddStep("press back once", () => InputManager.Click(MouseButton.Button1));
            AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
            AddAssert("collections dropdown closed", () => songSelect
                      .ChildrenOfType <CollectionFilterDropdown>().Single()
                      .ChildrenOfType <Dropdown <CollectionFilterMenuItem> .DropdownMenu>().Single().State == MenuState.Closed);

            AddStep("press back a second time", () => InputManager.Click(MouseButton.Button1));
            AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType <SearchTextBox>().Single().Current.Value));

            AddStep("press back a third time", () => InputManager.Click(MouseButton.Button1));
            ConfirmAtMainMenu();
        }
        public void TestOpenModSelectOverlayUsingAction()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
        }
Beispiel #5
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        private void advanceToSongSelect()
        {
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
        }
        public void TestExitSongSelectWithEscape()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
            pushEscape();
            AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
            exitViaEscapeAndConfirm();
        }
Beispiel #7
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        public void TestMenuMakesMusic()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);

            AddStep("return to menu", () => songSelect.Exit());

            AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
        }
Beispiel #8
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        public void TestExitSongSelectWithClick()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
            AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));

            // BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
            AddUntilStep("Back button is hovered", () => Game.ChildrenOfType <BackButton>().First().Children.Any(c => c.IsHovered));

            AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
            AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
            exitViaBackButtonAndConfirm();
        }
        public void TestExitSongSelectWithClick()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);

            AddStep("Move mouse to dimmed area", () => InputManager.MoveMouseTo(new Vector2(
                                                                                    songSelect.ScreenSpaceDrawQuad.TopLeft.X + 1,
                                                                                    songSelect.ScreenSpaceDrawQuad.TopLeft.Y + songSelect.ScreenSpaceDrawQuad.Height / 2)));
            AddStep("Click left mouse button", () => InputManager.Click(MouseButton.Left));

            AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
            exitViaBackButtonAndConfirm();
        }
Beispiel #10
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        public void TestBeatmapOptionsInput()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());

            AddStep("Change ruleset to osu!taiko", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.Number2);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType <ToolbarRulesetSelector>().Single().Current.Value.ID == 1);

            AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
        }
Beispiel #11
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        public void TestModSelectInput()
        {
            AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);

            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());

            AddStep("Change ruleset to osu!taiko", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.Number2);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType <ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);

            AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
        }
Beispiel #12
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        public void TestSongContinuesAfterExitPlayer(bool withUserPause)
        {
            Player player = null;

            IWorkingBeatmap beatmap() => Game.Beatmap.Value;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            if (withUserPause)
            {
                AddStep("pause", () => Game.Dependencies.Get <MusicController>().Stop(true));
            }

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);

            AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
            AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);

            pushEscape();

            AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
            AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
        }
Beispiel #13
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        public void TestEditComponentDuringGameplay()
        {
            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            SkinEditor skinEditor = null;

            AddStep("open skin editor", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.PressKey(Key.ShiftLeft);
                InputManager.Key(Key.S);
                InputManager.ReleaseKey(Key.ControlLeft);
                InputManager.ReleaseKey(Key.ShiftLeft);
            });

            AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType <SkinEditor>().FirstOrDefault()) != null);

            AddStep("Click gameplay scene button", () =>
            {
                skinEditor.ChildrenOfType <SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick();
            });

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return(Game.ScreenStack.CurrentScreen is Player);
            });

            BarHitErrorMeter hitErrorMeter = null;

            AddUntilStep("select bar hit error blueprint", () =>
            {
                var blueprint = skinEditor.ChildrenOfType <SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);

                if (blueprint == null)
                {
                    return(false);
                }

                hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
                skinEditor.SelectedComponents.Clear();
                skinEditor.SelectedComponents.Add(blueprint.Item);
                return(true);
            });

            AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);

            AddStep("hover first slider", () =>
            {
                InputManager.MoveMouseTo(
                    skinEditor.ChildrenOfType <SkinSettingsToolbox>().First()
                    .ChildrenOfType <SettingsSlider <float> >().First()
                    .ChildrenOfType <SliderBar <float> >().First()
                    );
            });

            AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));

            AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
        }
 private void advanceToSongSelect()
 {
     PushAndConfirm(() => songSelect = new TestPlaySongSelect());
     AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
 }