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osu-lazer/osu.Game.Tests/Visual/UserInterface/TestSceneNowPlayingOverlay.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;
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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namespace osu.Game.Tests.Visual.UserInterface
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{
[TestFixture]
public class TestSceneNowPlayingOverlay : OsuTestScene
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{
[Cached]
private MusicController musicController = new MusicController();
private WorkingBeatmap currentTrack;
public TestSceneNowPlayingOverlay()
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{
Clock = new FramedClock();
var np = new NowPlayingOverlay
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{
Origin = Anchor.Centre,
Anchor = Anchor.Centre
};
Add(musicController);
Add(np);
AddStep(@"show", () => np.Show());
AddToggleStep(@"toggle beatmap lock", state => Beatmap.Disabled = state);
AddStep(@"hide", () => np.Hide());
}
[Test]
public void TestPrevTrackBehavior()
{
AddStep(@"Play track", () =>
{
musicController.NextTrack();
currentTrack = Beatmap.Value;
});
AddStep(@"Seek track to 6 second", () => musicController.SeekTo(6000));
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AddStep(@"Call PrevTrack", () => musicController.PreviousTrack());
AddAssert(@"Check if it restarted", () => currentTrack == Beatmap.Value);
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AddStep(@"Seek track to 2 second", () => musicController.SeekTo(2000));
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AddStep(@"Call PrevTrack", () => musicController.PreviousTrack());
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// If the track isn't changing, check the current track's time instead
AddAssert(@"Check if it changed to prev track'", () => currentTrack != Beatmap.Value || currentTrack.Track.CurrentTime < 2000);
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}
}
}