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Add failing test
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osu.Game.Rulesets.Osu.Tests/TestSceneResume.cs
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69
osu.Game.Rulesets.Osu.Tests/TestSceneResume.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.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public partial class TestSceneResume : PlayerTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false, AllowBackwardsSeeks);
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[Test]
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public void TestPauseViaKeyboard()
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{
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AddStep("move mouse to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
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AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("resume", () =>
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{
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InputManager.Key(Key.Down);
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InputManager.Key(Key.Space);
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});
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AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
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}
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[Test]
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public void TestPauseViaKeyboardWhenMouseOutsidePlayfield()
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{
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AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.BottomRight + new Vector2(1)));
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
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AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("resume", () =>
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{
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InputManager.Key(Key.Down);
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InputManager.Key(Key.Space);
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});
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AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
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}
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[Test]
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public void TestPauseViaKeyboardWhenMouseOutsideScreen()
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{
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AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(new Vector2(-20)));
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
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AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("resume", () =>
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{
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InputManager.Key(Key.Down);
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InputManager.Key(Key.Space);
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});
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AddUntilStep("pause overlay not present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Hidden));
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}
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}
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}
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