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Split out tests
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@ -90,20 +90,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("Chat overlay was hidden", () => chatOverlay.State.Value == Visibility.Hidden);
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}
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/// <summary>
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/// When a channel is joined and no previous channels are joined, the channel that was joined will be selected.
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/// Channel selector closes when a new channel is selected. This is blocked for this scenario.
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/// This test expects that the channel selection overlay remains open for this reason.
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/// </summary>
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[Test]
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public void TestJoinChannelWhileOpen()
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{
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AddStep("Toggle chat overlay", () => chatOverlay.Show());
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AddStep("Join channel 1", () => channelManager.JoinChannel(channel1));
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AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
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AddAssert("Channel selection overlay remained open", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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[Test]
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public void TestTabbingAwayClosesSelector()
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{
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@ -117,23 +103,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("Channel selector was closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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}
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/// <summary>
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/// When the current channel is closed, the next available channel will be selected.
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/// Channel selector closes when a new channel is selected. This is blocked for this scenario.
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/// This test expects that the channel selection overlay remains open for this reason.
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/// </summary>
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[Test]
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public void TestCloseChannelWhileSelectorOpen()
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{
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AddStep("Toggle chat overlay", () => chatOverlay.Show());
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AddStep("Join channel 1", () => channelManager.JoinChannel(channel1));
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AddStep("Join channel 2", () => channelManager.JoinChannel(channel2));
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AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
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AddStep("Close channel 1", () => clickDrawable(chatOverlay.AvailableTabs.Last().CloseButton.Child));
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AddAssert("Current channel is channel 2", () => channelManager.CurrentChannel.Value == channel2);
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AddAssert("Channel selection overlay remained open", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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[Test]
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public void TestCloseChannelWhileSelectorClosed()
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{
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