Split out IDialogOverlay to allow for easier testing

This commit is contained in:
Dean Herbert
2022-04-18 18:09:14 +09:00
parent 587f1e2c4f
commit e315313266
24 changed files with 66 additions and 33 deletions

View File

@ -5,6 +5,7 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Framework.Testing;
@ -113,12 +114,12 @@ namespace osu.Game.Tests.Visual.Navigation
AddAssert("did not perform", () => !actionPerformed);
AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1);
AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
if (confirmed)
{
AddStep("accept dialog", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog == null);
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
AddUntilStep("did perform", () => actionPerformed);
}
else
@ -145,7 +146,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddWaitStep("wait a bit", 10);
AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker2);
AddAssert("did not perform", () => !actionPerformed);
@ -187,7 +188,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddWaitStep("wait a bit", 10);
AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == screenWithNestedStack);
AddAssert("nested screen didn't change", () => screenWithNestedStack.SubScreenStack.CurrentScreen == screenWithNestedStack.Blocker);
@ -221,7 +222,7 @@ namespace osu.Game.Tests.Visual.Navigation
public class DialogBlockingScreen : OsuScreen
{
[Resolved]
private DialogOverlay dialogOverlay { get; set; }
private IDialogOverlay dialogOverlay { get; set; }
private int dialogDisplayCount;