// 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.Graphics.Containers; using osu.Framework.Screens; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual { public class TestCasePause : PlayerTestCase { protected new PausePlayer Player => (PausePlayer)base.Player; public TestCasePause() : base(new OsuRuleset()) { } [Test] public void TestPauseResume() { AddStep("pause", () => Player.Pause()); AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning); AddAssert("pause overlay shown", () => Player.PauseOverlayVisible); AddStep("resume", () => Player.Resume()); AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible); } [Test] public void TestPauseTooSoon() { AddStep("pause", () => Player.Pause()); AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning); AddStep("resume", () => Player.Resume()); AddAssert("clock started", () => Player.GameplayClockContainer.GameplayClock.IsRunning); AddStep("pause too soon", () => Player.Pause()); AddAssert("clock not stopped", () => Player.GameplayClockContainer.GameplayClock.IsRunning); AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible); } [Test] public void TestPauseAfterFail() { AddUntilStep(() => Player.HasFailed, "wait for fail"); AddAssert("fail overlay shown", () => Player.FailOverlayVisible); AddStep("try to pause", () => Player.Pause()); AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible); AddAssert("fail overlay still shown", () => Player.FailOverlayVisible); } [Test] public void TestExitFromPause() { AddUntilStep(() => { Player.Pause(); return Player.PauseOverlayVisible; }, "keep trying to pause"); AddStep("exit", () => Player.Exit()); AddUntilStep(() => !Player.IsCurrentScreen(), "player exited"); } protected override bool AllowFail => true; protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer(); protected class PausePlayer : Player { public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer; public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible; public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible; } } }