osukey/osu.Game.Tests/Visual/TestCasePause.cs
2019-03-18 20:33:56 +09:00

88 lines
3.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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;
}
}
}