Revert namings and behaviour changes

This commit is contained in:
Salman Ahmed
2020-02-03 19:59:58 +03:00
parent 351cb8ac1a
commit 51ed289c59
3 changed files with 17 additions and 20 deletions

View File

@ -30,8 +30,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
AddAssert("key counter flow is visible", () => hudOverlay.KeyCounter.KeyFlow.IsPresent);
AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
AddAssert("key counter flow is hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
}
[Test]
@ -45,19 +45,17 @@ namespace osu.Game.Tests.Visual.Gameplay
}
[Test]
public void TestChangeVisibilityExternally()
public void TestHideExternally()
{
createNew();
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
AddAssert("key counter flow is hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = true);
AddUntilStep("hidetarget is visible", () => hideTarget.IsPresent);
AddAssert("key counter flow is still hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
AddAssert("key counter flow not affected", () => hudOverlay.KeyCounter.KeyFlow.IsPresent);
}
[Test]
@ -84,7 +82,11 @@ namespace osu.Game.Tests.Visual.Gameplay
createNew();
AddStep("save keycounter visible value", () => keyCounterVisibleValue = config.Get<bool>(OsuSetting.KeyOverlay));
AddStep("set keycounter visible false", () => config.Set<bool>(OsuSetting.KeyOverlay, false));
AddStep("set keycounter visible false", () =>
{
config.Set<bool>(OsuSetting.KeyOverlay, false);
hudOverlay.KeyCounter.Visible.Value = false;
});
AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);