// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Overlays; namespace osu.Game.Tests.Visual.UserInterface { [TestFixture] public class TestSceneNowPlayingOverlay : OsuTestScene { [Cached] private MusicController musicController = new MusicController(); private WorkingBeatmap currentTrack; public TestSceneNowPlayingOverlay() { Clock = new FramedClock(); var np = new NowPlayingOverlay { Origin = Anchor.Centre, Anchor = Anchor.Centre }; Add(musicController); Add(np); AddStep(@"show", () => np.Show()); AddToggleStep(@"toggle beatmap lock", state => Beatmap.Disabled = state); AddStep(@"hide", () => np.Hide()); } [Test] public void TestPrevTrackBehavior() { AddStep(@"Play track", () => { musicController.NextTrack(); currentTrack = Beatmap.Value; }); AddStep(@"Seek track to 6 second", () => musicController.SeekTo(6000)); AddStep(@"Call PrevTrack", () => musicController.PrevTrack()); AddAssert(@"Check if it restarted", () => currentTrack == Beatmap.Value); AddStep(@"Seek track to 2 second", () => musicController.SeekTo(2000)); AddStep(@"Call PrevTrack", () => musicController.PrevTrack()); // If the track isn't changing, check the current track's time instead AddAssert(@"Check if it changed to prev track'", () => currentTrack != Beatmap.Value || currentTrack.Track.CurrentTime < 2000); } } }