// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual { public class TestCasePause : TestCasePlayer { public TestCasePause() : base(new OsuRuleset()) { } protected override bool AllowFail => true; protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer(); protected override void AddCheckSteps(Func player) { PausePlayer pausable() => (PausePlayer)player(); base.AddCheckSteps(player); //AddUntilStep(() => pausable().ScoreProcessor.TotalScore.Value > 0, "score above zero"); AddStep("pause", () => pausable().Pause()); AddAssert("clock stopped", () => !pausable().GameplayClockContainer.GameplayClock.IsRunning); AddAssert("pause overlay shown", () => pausable().PauseOverlayVisible); AddStep("resume", () => pausable().Resume()); AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible); AddStep("pause too soon", () => pausable().Pause()); AddAssert("clock not stopped", () => pausable().GameplayClockContainer.GameplayClock.IsRunning); AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible); AddUntilStep(() => pausable().HasFailed, "wait for fail"); AddAssert("fail overlay shown", () => pausable().FailOverlayVisible); AddStep("try to pause", () => pausable().Pause()); AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible); AddAssert("fail overlay still shown", () => pausable().FailOverlayVisible); } private class PausePlayer : Player { public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer; public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public bool FailOverlayVisible => FailOverlay.State == Visibility.Visible; public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible; } } }