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Add test cases ensuring music actions are handled from a game instance
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osu.Game.Tests/Visual/Menus/TestSceneMusicActionHandling.cs
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80
osu.Game.Tests/Visual/Menus/TestSceneMusicActionHandling.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Tests.Resources;
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using osu.Game.Tests.Visual.Navigation;
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namespace osu.Game.Tests.Visual.Menus
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{
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public class TestSceneMusicActionHandling : OsuGameTestScene
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{
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[Test]
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public void TestMusicPlayAction()
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{
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("trigger music playback toggle action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.IsUserPaused);
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AddStep("trigger music playback toggle action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.IsUserPaused);
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}
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[Test]
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public void TestMusicNavigationActions()
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{
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int importId = 0;
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Queue<(WorkingBeatmap working, TrackChangeDirection dir)> trackChangeQueue = null;
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(new BeatmapSetInfo
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{
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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}
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},
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Metadata = new BeatmapMetadata
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{
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Artist = $"a test map {importId++}",
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Title = "title",
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}
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}).Wait(), 5);
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AddStep("import beatmap with track", () =>
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{
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var setWithTrack = Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).Result;
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Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(setWithTrack.Beatmaps.First());
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});
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(WorkingBeatmap working, TrackChangeDirection dir)>();
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Game.MusicController.TrackChanged += (working, dir) => trackChangeQueue.Enqueue((working, dir));
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});
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("trigger music prev action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("trigger music prev action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("track changed to previous", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().dir == TrackChangeDirection.Prev);
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AddStep("trigger music next action", () => Game.GlobalBinding.TriggerPressed(GlobalAction.MusicNext));
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AddAssert("track changed to next", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().dir == TrackChangeDirection.Next);
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}
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}
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}
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