// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Platform; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; namespace osu.Game.Tests.Visual.Gameplay { [HeadlessTest] // we alter unsafe properties on the game host to test inactive window state. public class TestScenePauseWhenInactive : PlayerTestScene { protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { var beatmap = (Beatmap)base.CreateBeatmap(ruleset); beatmap.HitObjects.RemoveAll(h => h.StartTime < 30000); return beatmap; } [Resolved] private GameHost host { get; set; } public TestScenePauseWhenInactive() : base(new OsuRuleset()) { } [Test] public void TestDoesntPauseDuringIntro() { AddStep("set inactive", () => ((Bindable)host.IsActive).Value = false); AddStep("resume player", () => Player.GameplayClockContainer.Start()); AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value); AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value); AddAssert("time of pause is after gameplay start time", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= Player.DrawableRuleset.GameplayStartTime); } protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true); } }