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Add test coverage of overlay interplay

This commit is contained in:
Dean Herbert 2022-11-08 14:58:52 +09:00
parent b9374cae55
commit 4c15794694

View File

@ -513,6 +513,40 @@ namespace osu.Game.Tests.Visual.Navigation
AddWaitStep("wait two frames", 2);
}
[Test]
public void TestMainOverlaysClosesNotificationOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for options to load", () => Game.Notifications.IsLoaded);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.IsPresent && Game.Notifications.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Notifications is hidden", () => Game.Notifications.State.Value == Visibility.Hidden);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestMainOverlaysClosesSettingsOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.IsPresent && Game.Settings.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Settings is hidden", () => Game.Settings.State.Value == Visibility.Hidden);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestOverlayClosing()
{