// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using NUnit.Framework; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps; using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestSceneReplayPlayer : RateAdjustedBeatmapTestScene { protected TestReplayPlayer Player = null!; [Test] public void TestPauseViaSpace() { loadPlayerWithBeatmap(); double? lastTime = null; AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0); AddStep("Pause playback with space", () => InputManager.Key(Key.Space)); AddAssert("player not exited", () => Player.IsCurrentScreen()); AddUntilStep("Time stopped progressing", () => { double current = Player.GameplayClockContainer.CurrentTime; bool changed = lastTime != current; lastTime = current; return !changed; }); AddWaitStep("wait some", 10); AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime); } [Test] public void TestPauseViaSpaceWithSkip() { loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo) { BeatmapInfo = { AudioLeadIn = 60000 } }); AddUntilStep("wait for skip overlay", () => Player.ChildrenOfType().First().IsButtonVisible); AddStep("Skip with space", () => InputManager.Key(Key.Space)); AddAssert("Player not paused", () => !Player.DrawableRuleset.IsPaused.Value); double? lastTime = null; AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0); AddStep("Pause playback with space", () => InputManager.Key(Key.Space)); AddAssert("player not exited", () => Player.IsCurrentScreen()); AddUntilStep("Time stopped progressing", () => { double current = Player.GameplayClockContainer.CurrentTime; bool changed = lastTime != current; lastTime = current; return !changed; }); AddWaitStep("wait some", 10); AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime); } [Test] public void TestPauseViaMiddleMouse() { loadPlayerWithBeatmap(); double? lastTime = null; AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0); AddStep("Pause playback with middle mouse", () => InputManager.Click(MouseButton.Middle)); AddAssert("player not exited", () => Player.IsCurrentScreen()); AddUntilStep("Time stopped progressing", () => { double current = Player.GameplayClockContainer.CurrentTime; bool changed = lastTime != current; lastTime = current; return !changed; }); AddWaitStep("wait some", 10); AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime); } [Test] public void TestSeekBackwards() { loadPlayerWithBeatmap(); double? lastTime = null; AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0); AddStep("Seek backwards", () => { lastTime = Player.GameplayClockContainer.CurrentTime; InputManager.Key(Key.Left); }); AddAssert("Jumped backwards", () => Player.GameplayClockContainer.CurrentTime - lastTime < 0); } [Test] public void TestSeekForwards() { loadPlayerWithBeatmap(); double? lastTime = null; AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0); AddStep("Seek forwards", () => { lastTime = Player.GameplayClockContainer.CurrentTime; InputManager.Key(Key.Right); }); AddAssert("Jumped forwards", () => Player.GameplayClockContainer.CurrentTime - lastTime > 500); } private void loadPlayerWithBeatmap(IBeatmap? beatmap = null) { AddStep("create player", () => { CreatePlayer(new OsuRuleset(), beatmap); }); AddStep("Load player", () => LoadScreen(Player)); AddUntilStep("player loaded", () => Player.IsLoaded); } protected void CreatePlayer(Ruleset ruleset, IBeatmap? beatmap = null) { Beatmap.Value = beatmap != null ? CreateWorkingBeatmap(beatmap) : CreateWorkingBeatmap(ruleset.RulesetInfo); SelectedMods.Value = new[] { ruleset.GetAutoplayMod() }; Player = new TestReplayPlayer(false); } } }