2019-03-17 23:46:15 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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2019-03-18 10:48:11 +08:00
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using osu.Framework.Graphics.Containers;
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2019-03-17 23:46:15 +08:00
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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public class TestCasePause : TestCasePlayer
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{
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public TestCasePause()
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: base(new OsuRuleset())
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{
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}
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protected override bool AllowFail => true;
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2019-03-17 23:46:15 +08:00
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected override void AddCheckSteps(Func<Player> player)
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{
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PausePlayer pausable() => (PausePlayer)player();
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base.AddCheckSteps(player);
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//AddUntilStep(() => pausable().ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddStep("pause", () => pausable().Pause());
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AddAssert("clock stopped", () => !pausable().GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay shown", () => pausable().PauseOverlayVisible);
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2019-03-18 10:48:11 +08:00
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AddStep("resume", () => pausable().Resume());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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2019-03-17 23:46:15 +08:00
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2019-03-18 10:48:11 +08:00
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AddStep("pause too soon", () => pausable().Pause());
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2019-03-17 23:46:15 +08:00
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AddAssert("clock not stopped", () => pausable().GameplayClockContainer.GameplayClock.IsRunning);
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2019-03-18 10:48:11 +08:00
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddUntilStep(() => pausable().HasFailed, "wait for fail");
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AddAssert("fail overlay shown", () => pausable().FailOverlayVisible);
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AddStep("try to pause", () => pausable().Pause());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddAssert("fail overlay still shown", () => pausable().FailOverlayVisible);
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2019-03-17 23:46:15 +08:00
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}
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private class PausePlayer : Player
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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2019-03-17 23:46:15 +08:00
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}
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}
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}
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