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osu-lazer/osu.Game.Tests/Visual/Menus/TestSceneMusicActionHandling.cs

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// 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 System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osu.Game.Tests.Resources;
namespace osu.Game.Tests.Visual.Menus
{
public partial class TestSceneMusicActionHandling : OsuGameTestScene
{
private GlobalActionContainer globalActionContainer => Game.ChildrenOfType<GlobalActionContainer>().First();
[Test]
public void TestMusicPlayAction()
{
AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddUntilStep("music playing", () => Game.MusicController.IsPlaying);
AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddUntilStep("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.UserPauseRequested);
AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddUntilStep("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.UserPauseRequested);
}
[Test]
public void TestMusicNavigationActions()
{
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Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("import beatmap with track", () =>
{
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var setWithTrack = Game.BeatmapManager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).GetResultSafely();
setWithTrack?.PerformRead(s =>
{
Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(s.Beatmaps.First());
});
});
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddAssert("no track change", () => trackChangeQueue.Count == 0);
AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddUntilStep("track changed to previous", () =>
trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddUntilStep("track changed to next", () =>
trackChangeQueue.Count == 1 &&
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trackChangeQueue.Peek().changeDirection == TrackChangeDirection.Next);
AddUntilStep("wait until track switches", () => trackChangeQueue.Count == 2);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed to next", () =>
trackChangeQueue.Count == 3 &&
trackChangeQueue.Peek().changeDirection == TrackChangeDirection.Next);
AddAssert("track actually changed", () => !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
}
}