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Merge pull request #14989 from peppy/osu-game-test-scene-improvements
Improve performance of `OsuGameTestScene` based tests
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commit
061697b4cd
@ -350,13 +350,13 @@ namespace osu.Game.Tests.Visual.Navigation
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// since most overlays use a scroll container that absorbs on mouse down
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// since most overlays use a scroll container that absorbs on mouse down
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NowPlayingOverlay nowPlayingOverlay = null;
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NowPlayingOverlay nowPlayingOverlay = null;
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AddStep("enter menu", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);
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AddStep("get and press now playing hotkey", () =>
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AddStep("enter menu", () => InputManager.Key(Key.Enter));
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{
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AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);
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nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().Single();
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InputManager.Key(Key.F6);
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AddStep("open now playing", () => InputManager.Key(Key.F6));
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});
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AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
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// drag tests
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// drag tests
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@ -417,7 +417,7 @@ namespace osu.Game.Tests.Visual.Navigation
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pushEscape(); // returns to osu! logo
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pushEscape(); // returns to osu! logo
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AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
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AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroTriangles);
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AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
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AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
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AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
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AddStep("test dispose doesn't crash", () => Game.Dispose());
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AddStep("test dispose doesn't crash", () => Game.Dispose());
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@ -22,6 +22,7 @@ using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Menu;
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using osuTK.Graphics;
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using osuTK.Graphics;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Tests.Visual
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namespace osu.Game.Tests.Visual
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{
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{
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@ -126,7 +127,8 @@ namespace osu.Game.Tests.Visual
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public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
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public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
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// if we don't do this, when running under nUnit the version that gets populated is that of nUnit.
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// if we don't apply these changes, when running under nUnit the version that gets populated is that of nUnit.
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public override Version AssemblyVersion => new Version(0, 0);
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public override string Version => "test game";
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public override string Version => "test game";
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protected override Loader CreateLoader() => new TestLoader();
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protected override Loader CreateLoader() => new TestLoader();
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@ -142,6 +144,9 @@ namespace osu.Game.Tests.Visual
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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LocalConfig.SetValue(OsuSetting.IntroSequence, IntroSequence.Circles);
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API.Login("Rhythm Champion", "osu!");
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API.Login("Rhythm Champion", "osu!");
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Dependencies.Get<SessionStatics>().SetValue(Static.MutedAudioNotificationShownOnce, true);
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Dependencies.Get<SessionStatics>().SetValue(Static.MutedAudioNotificationShownOnce, true);
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