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Improve TestSceneChatOverlay
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commit
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@ -47,14 +47,20 @@ namespace osu.Game.Tests.Visual.Online
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private Channel previousChannel => joinedChannels.ElementAt(joinedChannels.ToList().IndexOf(currentChannel) - 1);
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private Channel channel1 => channels[0];
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private Channel channel2 => channels[1];
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private Channel channelPM => channels.Last();
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public TestSceneChatOverlay()
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{
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channels = Enumerable.Range(1, 10)
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.Select(index => new Channel(new User())
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.Select(index => new Channel
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{
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Name = $"Channel no. {index}",
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Topic = index == 3 ? null : $"We talk about the number {index} here"
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Topic = index == 3 ? null : $"We talk about the number {index} here",
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Type = ChannelType.Temporary
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})
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.Append(new Channel(new User())
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{
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Name = "PM channel"
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})
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.ToList();
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}
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@ -100,28 +106,11 @@ namespace osu.Game.Tests.Visual.Online
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AddAssert("Channel selector was closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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}
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[Test]
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public void TestCloseChannelWhileSelectorClosed()
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{
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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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AddStep("Close channel 2", () => clickDrawable(((TestPrivateChannelTabItem)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 1", () => currentChannel == channel1);
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AddStep("Close channel 1", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
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AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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[Test]
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public void TestSearchInSelector()
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{
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AddStep("search for 'no. 2'", () => chatOverlay.ChildrenOfType<SearchTextBox>().First().Text = "no. 2");
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AddUntilStep("only channel 2 visible", () =>
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AddStep("Search for 'no. 2'", () => chatOverlay.ChildrenOfType<SearchTextBox>().First().Text = "no. 2");
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AddUntilStep("Only channel 2 visible", () =>
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{
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var listItems = chatOverlay.ChildrenOfType<ChannelListItem>().Where(c => c.IsPresent);
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return listItems.Count() == 1 && listItems.Single().Channel == channel2;
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@ -131,28 +120,28 @@ namespace osu.Game.Tests.Visual.Online
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[Test]
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public void TestChannelShortcutKeys()
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{
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AddStep("join 10 channels", () => channels.ForEach(channel => channelManager.JoinChannel(channel)));
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AddStep("close channel selector", () =>
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AddStep("Join channels", () => channels.ForEach(channel => channelManager.JoinChannel(channel)));
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AddStep("Close channel selector", () =>
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{
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InputManager.PressKey(Key.Escape);
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InputManager.ReleaseKey(Key.Escape);
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});
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AddUntilStep("wait for close", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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AddUntilStep("Wait for close", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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for (int zeroBasedIndex = 0; zeroBasedIndex < 10; ++zeroBasedIndex)
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{
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var oneBasedIndex = zeroBasedIndex + 1;
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var targetNumberKey = oneBasedIndex % 10;
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var targetChannel = channels[zeroBasedIndex];
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AddStep($"press Alt+{targetNumberKey}", () => pressChannelHotkey(targetNumberKey));
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AddAssert($"channel #{oneBasedIndex} is selected", () => currentChannel == targetChannel);
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AddStep($"Press Alt+{targetNumberKey}", () => pressChannelHotkey(targetNumberKey));
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AddAssert($"Channel #{oneBasedIndex} is selected", () => currentChannel == targetChannel);
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}
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}
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private Channel expectedChannel;
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[Test]
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public void TestCloseChannelWhileActive()
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public void TestCloseChannelBehaviour()
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{
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AddUntilStep("Join until dropdown has channels", () =>
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{
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@ -160,8 +149,11 @@ namespace osu.Game.Tests.Visual.Online
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return true;
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// Using temporary channels because they don't hide their names when not active
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Channel toAdd = new Channel { Name = $"test channel {joinedChannels.Count()}", Type = ChannelType.Temporary };
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channelManager.JoinChannel(toAdd);
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channelManager.JoinChannel(new Channel
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{
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Name = $"Channel no. {joinedChannels.Count() + 1}",
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Type = ChannelType.Temporary
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});
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return false;
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});
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@ -176,6 +168,7 @@ namespace osu.Game.Tests.Visual.Online
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chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
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});
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AddAssert("Next channel selected", () => currentChannel == expectedChannel);
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AddAssert("Selector remained closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
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// Depending on the window size, one more channel might need to be closed for the selectorTab to appear
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AddUntilStep("Close channels until selector visible", () =>
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@ -194,7 +187,7 @@ namespace osu.Game.Tests.Visual.Online
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expectedChannel = previousChannel;
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chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
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});
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AddAssert("Channel changed to previous", () => currentChannel == expectedChannel);
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AddAssert("Previous channel selected", () => currentChannel == expectedChannel);
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// Standard channel closing
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AddStep("Switch to previous channel", () => chatOverlay.ChannelTabControl.SwitchTab(-1));
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@ -203,7 +196,38 @@ namespace osu.Game.Tests.Visual.Online
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expectedChannel = nextChannel;
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chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
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});
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AddAssert("Channel changed to next", () => currentChannel == expectedChannel);
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AddAssert("Next channel selected", () => currentChannel == expectedChannel);
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// Selector reappearing after all channels closed
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AddUntilStep("Close all channels", () =>
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{
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if (!joinedChannels.Any())
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return true;
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chatOverlay.ChannelTabControl.RemoveChannel(joinedChannels.Last());
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return false;
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});
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AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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[Test]
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public void TestChannelCloseButton()
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{
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AddStep("Join channels", () =>
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{
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channelManager.JoinChannel(channel1);
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channelManager.JoinChannel(channelPM);
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});
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// PM channel close button only appears when active
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AddStep("Select PM channel", () => clickDrawable(chatOverlay.TabMap[channelPM]));
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AddStep("Click PM close button", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channelPM]).CloseButton.Child));
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AddAssert("PM channel closed", () => !channelManager.JoinedChannels.Contains(channelPM));
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// Non-PM chat channel close button only appears when hovered
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AddStep("Hover normal channel tab", () => InputManager.MoveMouseTo(chatOverlay.TabMap[channel1]));
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AddStep("Click normal close button", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
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AddAssert("All channels closed", () => !channelManager.JoinedChannels.Any());
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}
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private void pressChannelHotkey(int number)
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