// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Threading; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual { public class TestCasePlayerLoader : ManualInputManagerTestCase { private PlayerLoader loader; private ScreenStack stack; [BackgroundDependencyLoader] private void load(OsuGameBase game) { Beatmap.Value = new DummyWorkingBeatmap(game); InputManager.Add(stack = new ScreenStack { RelativeSizeAxes = Axes.Both }); AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player { AllowPause = false, AllowLeadIn = false, AllowResults = false, }))); AddUntilStep(() => loader.IsCurrentScreen(), "wait for current"); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current"); AddStep("exit loader", () => loader.Exit()); AddUntilStep(() => !loader.IsAlive, "wait for no longer alive"); AddStep("load slow dummy beatmap", () => { SlowLoadPlayer slow = null; stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer { AllowPause = false, AllowLeadIn = false, AllowResults = false, })); Scheduler.AddDelayed(() => slow.Ready = true, 5000); }); AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current"); } protected class SlowLoadPlayer : Player { public bool Ready; [BackgroundDependencyLoader] private void load() { while (!Ready) Thread.Sleep(1); } } } }