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osu-lazer/osu.Game.Tests/Visual/TestCasePause.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.
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
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public class TestCasePause : PlayerTestCase
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{
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protected new PausePlayer Player => (PausePlayer)base.Player;
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public TestCasePause()
: base(new OsuRuleset())
{
}
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[Test]
public void TestPauseResume()
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{
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pauseAndConfirm();
resumeAndConfirm();
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}
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[Test]
public void TestPauseTooSoon()
{
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pauseAndConfirm();
resumeAndConfirm();
pause();
confirmClockRunning(true);
confirmPauseOverlayShown(false);
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}
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[Test]
public void TestExitTooSoon()
{
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pauseAndConfirm();
resume();
AddStep("exit too soon", () => Player.Exit());
confirmClockRunning(true);
confirmPauseOverlayShown(false);
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AddAssert("not exited", () => Player.IsCurrentScreen());
}
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[Test]
public void TestPauseAfterFail()
{
AddUntilStep("wait for fail", () => Player.HasFailed);
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AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
pause();
confirmClockRunning(false);
confirmPauseOverlayShown(false);
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AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
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exitAndConfirm();
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}
[Test]
public void TestExitFromGameplay()
{
AddStep("exit", () => Player.Exit());
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confirmPaused();
exitAndConfirm();
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}
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[Test]
public void TestExitFromPause()
{
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pauseAndConfirm();
exitAndConfirm();
}
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private void pauseAndConfirm()
{
pause();
confirmPaused();
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}
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private void resumeAndConfirm()
{
resume();
confirmResumed();
}
private void exitAndConfirm()
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{
AddUntilStep("player not exited", () => Player.IsCurrentScreen());
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AddStep("exit", () => Player.Exit());
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confirmExited();
}
private void confirmPaused()
{
confirmClockRunning(false);
AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
}
private void confirmResumed()
{
confirmClockRunning(true);
confirmPauseOverlayShown(false);
}
private void confirmExited()
{
AddUntilStep("player exited", () => !Player.IsCurrentScreen());
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}
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private void pause() => AddStep("pause", () => Player.Pause());
private void resume() => AddStep("resume", () => Player.Resume());
private void confirmPauseOverlayShown(bool isShown) =>
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) =>
AddAssert("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
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protected override bool AllowFail => true;
protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
protected class PausePlayer : Player
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{
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible;
public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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}
}
}