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Add grouping of visual tests
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152
osu.Game.Tests/Visual/Gameplay/TestCasePause.cs
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152
osu.Game.Tests/Visual/Gameplay/TestCasePause.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestCasePause : PlayerTestCase
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{
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protected new PausePlayer Player => (PausePlayer)base.Player;
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public TestCasePause()
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: base(new OsuRuleset())
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{
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}
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[Test]
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public void TestPauseResume()
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{
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pauseAndConfirm();
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resumeAndConfirm();
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}
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[Test]
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public void TestPauseTooSoon()
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{
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pauseAndConfirm();
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resumeAndConfirm();
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pause();
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confirmClockRunning(true);
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confirmPauseOverlayShown(false);
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}
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[Test]
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public void TestExitTooSoon()
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{
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pauseAndConfirm();
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resume();
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AddStep("exit too soon", () => Player.Exit());
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confirmClockRunning(true);
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confirmPauseOverlayShown(false);
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AddAssert("not exited", () => Player.IsCurrentScreen());
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}
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[Test]
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public void TestPauseAfterFail()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
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pause();
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confirmClockRunning(false);
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confirmPauseOverlayShown(false);
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AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
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exitAndConfirm();
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}
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[Test]
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public void TestExitFromGameplay()
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{
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AddStep("exit", () => Player.Exit());
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confirmPaused();
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exitAndConfirm();
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}
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[Test]
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public void TestExitFromPause()
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{
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pauseAndConfirm();
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exitAndConfirm();
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}
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private void pauseAndConfirm()
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{
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pause();
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confirmPaused();
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}
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private void resumeAndConfirm()
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{
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resume();
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confirmResumed();
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}
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private void exitAndConfirm()
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{
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AddUntilStep("player not exited", () => Player.IsCurrentScreen());
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AddStep("exit", () => Player.Exit());
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confirmExited();
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}
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private void confirmPaused()
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{
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confirmClockRunning(false);
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AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
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}
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private void confirmResumed()
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{
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confirmClockRunning(true);
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confirmPauseOverlayShown(false);
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}
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private void confirmExited()
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{
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AddUntilStep("player exited", () => !Player.IsCurrentScreen());
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}
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private void pause() => AddStep("pause", () => Player.Pause());
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private void resume() => AddStep("resume", () => Player.Resume());
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private void confirmPauseOverlayShown(bool isShown) =>
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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AddAssert("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
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protected override bool AllowFail => true;
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected class PausePlayer : Player
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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}
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}
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}
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