// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; 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.Objects; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Storyboards; using osu.Game.Tests.Beatmaps; using osuTK; namespace osu.Game.Tests.Visual.Gameplay { [HeadlessTest] // we alter unsafe properties on the game host to test inactive window state. public class TestScenePauseWhenInactive : OsuPlayerTestScene { [Resolved] private GameHost host { get; set; } [Test] public void TestDoesntPauseDuringIntro() { AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false); AddStep("resume player", () => Player.GameplayClockContainer.Start()); AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value); AddStep("progress time to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime)); AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value); } /// <summary> /// Tests that if a pause from focus lose is performed while in pause cooldown, /// the player will still pause after the cooldown is finished. /// </summary> [Test] public void TestPauseWhileInCooldown() { AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10))); AddStep("resume player", () => Player.GameplayClockContainer.Start()); AddStep("skip to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime)); AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false); AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value); AddStep("set active", () => ((Bindable<bool>)host.IsActive).Value = true); AddStep("resume player", () => Player.Resume()); AddAssert("unpaused", () => !Player.GameplayClockContainer.IsPaused.Value); bool pauseCooldownActive = false; AddStep("set inactive again", () => { pauseCooldownActive = Player.PauseCooldownActive; ((Bindable<bool>)host.IsActive).Value = false; }); AddAssert("pause cooldown active", () => pauseCooldownActive); AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value); } protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true); protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { return new Beatmap { HitObjects = new List<HitObject> { new HitCircle { StartTime = 30000 }, new HitCircle { StartTime = 35000 }, }, }; } protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) => new TestWorkingBeatmap(beatmap, storyboard, Audio); } }