// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Rulesets.Osu; namespace osu.Game.Tests.Visual.UserInterface { [TestFixture] public partial class TestSceneNowPlayingOverlay : OsuTestScene { [Cached] private MusicController musicController = new MusicController(); private NowPlayingOverlay nowPlayingOverlay; [BackgroundDependencyLoader] private void load(FrameworkConfigManager frameworkConfig) { AddToggleStep("toggle unicode", v => frameworkConfig.SetValue(FrameworkSetting.ShowUnicode, v)); nowPlayingOverlay = new NowPlayingOverlay { Origin = Anchor.Centre, Anchor = Anchor.Centre }; Add(musicController); Add(nowPlayingOverlay); } [Test] public void TestShowHideDisable() { AddStep(@"set beatmap", () => Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo)); AddStep(@"show", () => nowPlayingOverlay.Show()); AddToggleStep(@"toggle beatmap lock", state => Beatmap.Disabled = state); AddStep(@"hide", () => nowPlayingOverlay.Hide()); } [Test] public void TestLongMetadata() { AddStep(@"set metadata within tolerance", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap { Metadata = { Artist = "very very very very very very very very very very verry long artist", ArtistUnicode = "very very very very very very very very very very verry long artist unicode", Title = "very very very very very verry long title", TitleUnicode = "very very very very very verry long title unicode", } })); AddStep(@"set metadata outside bounds", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap { Metadata = { Artist = "very very very very very very very very very very verrry long artist", ArtistUnicode = "not very long artist unicode", Title = "very very very very very verrry long title", TitleUnicode = "not very long title unicode", } })); AddStep(@"show", () => nowPlayingOverlay.Show()); } } }