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Merge branch 'master' into multi-polling-request-refactor
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@ -6,13 +6,17 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Users;
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@ -23,6 +27,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Resolved]
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private OsuGameBase game { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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@ -80,6 +87,32 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddWaitStep("wait a bit", 20);
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}
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[Test]
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public void TestSpectatorPlayerInteractiveElementsHidden()
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{
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HUDVisibilityMode originalConfigValue = default;
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AddStep("get original config hud visibility", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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AddStep("set config hud visibility to always", () => config.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always));
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen(false);
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AddUntilStep("wait for player loaders", () => this.ChildrenOfType<PlayerLoader>().Count() == 2);
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AddAssert("all player loader settings hidden", () => this.ChildrenOfType<PlayerLoader>().All(l => !l.ChildrenOfType<FillFlowContainer<PlayerSettingsGroup>>().Any()));
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AddUntilStep("wait for players to load", () => spectatorScreen.AllPlayersLoaded);
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// components wrapped in skinnable target containers load asynchronously, potentially taking more than one frame to load.
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// therefore use until step rather than direct assert to account for that.
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AddUntilStep("all interactive elements removed", () => this.ChildrenOfType<Player>().All(p =>
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!p.ChildrenOfType<PlayerSettingsOverlay>().Any() &&
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!p.ChildrenOfType<HoldForMenuButton>().Any() &&
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p.ChildrenOfType<SongProgressBar>().SingleOrDefault()?.ShowHandle == false));
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AddStep("restore config hud visibility", () => config.SetValue(OsuSetting.HUDVisibilityMode, originalConfigValue));
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}
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[Test]
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public void TestTeamDisplay()
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{
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