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Recreate channel manager per test, delete broken tests
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@ -9,7 +9,6 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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using osu.Game.Online.Chat;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Chat.Selection;
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@ -30,79 +29,39 @@ namespace osu.Game.Tests.Visual.UserInterface
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};
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private TestChatOverlay chatOverlay;
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private ChannelManager channelManager;
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[Cached]
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private ChannelManager channelManager = new ChannelManager();
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private readonly Channel channel1 = new Channel(new User()) { Name = "test1" };
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private readonly Channel channel2 = new Channel(new User()) { Name = "test2" };
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private Channel channel1;
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private Channel channel2;
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[BackgroundDependencyLoader]
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private void load()
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[SetUp]
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public void Setup()
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{
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var availableChannels = (BindableList<Channel>)channelManager.AvailableChannels;
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availableChannels.Add(channel1 = new Channel(new User()) { Name = "test1" });
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availableChannels.Add(channel2 = new Channel(new User()) { Name = "test2" });
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Add(chatOverlay = new TestChatOverlay
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Schedule(() =>
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1)
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ChannelManagerContainer container;
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Child = container = new ChannelManagerContainer(new List<Channel> { channel1, channel2 }) { RelativeSizeAxes = Axes.Both, };
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chatOverlay = container.ChatOverlay;
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channelManager = container.ChannelManager;
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chatOverlay.Show();
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});
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Hide chat", () => chatOverlay.Hide());
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AddStep("Leave channels", () =>
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{
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channelManager.LeaveChannel(channel1);
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channelManager.LeaveChannel(channel2);
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});
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AddStep("Show chat", () => chatOverlay.Show());
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}
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/// <summary>
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/// Test that if no maps are added, the channel selector is also toggled when <see cref="ChatOverlay"/> is toggled.
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/// Also check that both are properly closed when toggling again.
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/// </summary>
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[Test]
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public void TestToggleChatWithNoChannelsJoined()
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{
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AddAssert("Channel selection overlay hidden", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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//TODO: Change this to check whether or not the chat overlay was shown once https://github.com/ppy/osu/issues/5161 is fixed
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AddAssert("Chat overlay was shown", () => chatOverlay.State.Value == Visibility.Visible);
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AddStep("Close chat overlay", () => chatOverlay.Hide());
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AddAssert("Channel selection overlay was hidden", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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AddAssert("Chat overlay was hidden", () => chatOverlay.State.Value == Visibility.Hidden);
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}
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[Test]
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public void TestToggleChatWithChannelJoined()
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public void TestHideOverlay()
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{
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AddStep("Join channel 1", () =>
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{
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channelManager.JoinChannel(channel1);
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// TODO: Temporarily here to circumvent https://github.com/ppy/osu/issues/5152. Remove once fixed.
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channelManager.OpenChannel(channel1.Name);
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});
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AddStep("Close chat overlay", () => chatOverlay.Hide());
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AddAssert("Channel selection overlay was hidden", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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AddAssert("Chat overlay was hidden", () => chatOverlay.State.Value == Visibility.Hidden);
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AddStep("Close chat overlay", () => chatOverlay.Show());
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AddAssert("Channel selection overlay was not toggled", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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AddAssert("Chat overlay was shown", () => chatOverlay.State.Value == 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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AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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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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AddStep("Switch to channel 2", () => clickDrawable(chatOverlay.TabMap[channel2]));
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AddAssert("Current channel is channel 2", () => channelManager.CurrentChannel.Value == channel2);
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AddStep("Switch to channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
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AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
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AddAssert("Channel selector was closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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}
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@ -114,9 +73,9 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("Switch to channel 2", () => clickDrawable(chatOverlay.TabMap[channel2]));
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AddStep("Close channel 2", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel2]).CloseButton.Child));
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AddAssert("Selector remained closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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AddAssert("Current channel is channel 2", () => channelManager.CurrentChannel.Value == channel1);
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AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
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AddStep("Close channel 1", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
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AddAssert("Channel selection overlay was toggled", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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private void clickDrawable(Drawable d)
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@ -125,6 +84,37 @@ namespace osu.Game.Tests.Visual.UserInterface
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InputManager.Click(MouseButton.Left);
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}
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private class ChannelManagerContainer : Container
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{
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[Cached]
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private ChannelManager channelManager = new ChannelManager();
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public TestChatOverlay ChatOverlay { get; private set; }
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public ChannelManager ChannelManager => channelManager;
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private readonly List<Channel> channels;
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public ChannelManagerContainer(List<Channel> channels)
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{
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this.channels = channels;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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var availableChannels = (BindableList<Channel>)channelManager.AvailableChannels;
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availableChannels.AddRange(channels);
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Child = ChatOverlay = new TestChatOverlay
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1)
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};
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}
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}
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private class TestChatOverlay : ChatOverlay
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{
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public Visibility SelectionOverlayState => ChannelSelectionOverlay.State.Value;
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@ -141,12 +131,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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protected override TabItem<Channel> CreateTabItem(Channel value) => new TestChannelTabItem(value);
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public new IReadOnlyDictionary<Channel, TabItem<Channel>> TabMap => base.TabMap;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SelectTab(null);
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}
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}
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private class TestChannelTabItem : PrivateChannelTabItem
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