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Revert exposure changes to GlobalActionContainer
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@ -4,6 +4,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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@ -14,13 +15,15 @@ namespace osu.Game.Tests.Visual.Menus
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{
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public class TestSceneMusicActionHandling : OsuGameTestScene
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{
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private GlobalActionContainer globalActionContainer => Game.ChildrenOfType<GlobalActionContainer>().First();
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[Test]
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public void TestMusicPlayAction()
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{
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("toggle playback", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.IsUserPaused);
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AddStep("toggle playback", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.IsUserPaused);
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}
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@ -62,16 +65,16 @@ namespace osu.Game.Tests.Visual.Menus
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("press previous", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("press previous", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("track changed to previous", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
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AddStep("press next", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicNext));
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddAssert("track changed to next", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Next);
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