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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneHoldForMenuButton.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 System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[Description("'Hold to Quit' UI element")]
public class TestSceneHoldForMenuButton : OsuManualInputManagerTestScene
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{
private bool exitAction;
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protected override double TimePerAction => 100; // required for the early exit test, since hold-to-confirm delay is 200ms
private HoldForMenuButton holdForMenuButton;
[SetUpSteps]
public void SetUpSteps()
{
AddStep("create button", () =>
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{
exitAction = false;
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Child = holdForMenuButton = new HoldForMenuButton
{
Scale = new Vector2(2),
Origin = Anchor.CentreRight,
Anchor = Anchor.CentreRight,
Action = () => exitAction = true
};
});
}
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[Test]
public void TestMovementAndTrigger()
{
AddStep("Trigger text fade in", () => InputManager.MoveMouseTo(holdForMenuButton));
AddUntilStep("Text visible", () => getSpriteText().IsPresent && !exitAction);
AddStep("Trigger text fade out", () => InputManager.MoveMouseTo(Vector2.One));
AddUntilStep("Text is not visible", () => !getSpriteText().IsPresent && !exitAction);
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AddStep("Trigger exit action", () =>
{
InputManager.MoveMouseTo(holdForMenuButton);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("Early release", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("action not triggered", () => !exitAction);
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AddStep("Trigger exit action", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep($"{nameof(holdForMenuButton.Action)} was triggered", () => exitAction);
AddStep("Release", () => InputManager.ReleaseButton(MouseButton.Left));
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}
[Test]
public void TestFadeOnNoInput()
{
AddStep("move mouse away", () => InputManager.MoveMouseTo(Vector2.One));
AddUntilStep("wait for text fade out", () => !getSpriteText().IsPresent);
AddUntilStep("wait for button fade out", () => holdForMenuButton.Alpha < 0.1f);
}
private SpriteText getSpriteText() => holdForMenuButton.Children.OfType<SpriteText>().First();
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}
}