// Copyright (c) ppy Pty Ltd . 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.Audio; using osu.Framework.Graphics; using osu.Framework.Platform; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; namespace osu.Game.Tests.Visual.UserInterface { [TestFixture] public class TestSceneNowPlayingOverlay : OsuTestScene { [Cached] private MusicController musicController = new MusicController(); private WorkingBeatmap currentBeatmap; private NowPlayingOverlay nowPlayingOverlay; private RulesetStore rulesets; [BackgroundDependencyLoader] private void load(AudioManager audio, GameHost host) { Dependencies.Cache(rulesets = new RulesetStore(ContextFactory)); Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default)); Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); nowPlayingOverlay = new NowPlayingOverlay { Origin = Anchor.Centre, Anchor = Anchor.Centre }; Add(musicController); Add(nowPlayingOverlay); } [Test] public void TestShowHideDisable() { AddStep(@"show", () => nowPlayingOverlay.Show()); AddToggleStep(@"toggle beatmap lock", state => Beatmap.Disabled = state); AddStep(@"hide", () => nowPlayingOverlay.Hide()); } private BeatmapManager manager { get; set; } private int importId; [Test] public void TestPrevTrackBehavior() { // ensure we have at least two beatmaps available. AddRepeatStep("import beatmap", () => manager.Import(new BeatmapSetInfo { Beatmaps = new List { new BeatmapInfo { BaseDifficulty = new BeatmapDifficulty(), } }, Metadata = new BeatmapMetadata { Artist = $"a test map {importId++}", Title = "title", } }).Wait(), 5); AddStep(@"Next track", () => musicController.NextTrack()); AddStep("Store track", () => currentBeatmap = Beatmap.Value); AddStep(@"Seek track to 6 second", () => musicController.SeekTo(6000)); AddUntilStep(@"Wait for current time to update", () => currentBeatmap.Track.CurrentTime > 5000); AddStep(@"Set previous", () => musicController.PreviousTrack()); AddAssert(@"Check beatmap didn't change", () => currentBeatmap == Beatmap.Value); AddUntilStep("Wait for current time to update", () => currentBeatmap.Track.CurrentTime < 5000); AddStep(@"Set previous", () => musicController.PreviousTrack()); AddAssert(@"Check beatmap did change", () => currentBeatmap != Beatmap.Value); } } }