mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:18:22 +08:00
70 lines
3.4 KiB
C#
70 lines
3.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Graphics.Containers;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Tests.Visual;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Tests
|
|
{
|
|
public partial class TestSceneResume : PlayerTestScene
|
|
{
|
|
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
|
|
|
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false, AllowBackwardsSeeks);
|
|
|
|
[Test]
|
|
public void TestPauseViaKeyboard()
|
|
{
|
|
AddStep("move mouse to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
|
|
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
|
|
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
|
|
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
|
|
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
|
|
AddStep("resume", () =>
|
|
{
|
|
InputManager.Key(Key.Down);
|
|
InputManager.Key(Key.Space);
|
|
});
|
|
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
|
|
}
|
|
|
|
[Test]
|
|
public void TestPauseViaKeyboardWhenMouseOutsidePlayfield()
|
|
{
|
|
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.BottomRight + new Vector2(1)));
|
|
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
|
|
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
|
|
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
|
|
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
|
|
AddStep("resume", () =>
|
|
{
|
|
InputManager.Key(Key.Down);
|
|
InputManager.Key(Key.Space);
|
|
});
|
|
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
|
|
}
|
|
|
|
[Test]
|
|
public void TestPauseViaKeyboardWhenMouseOutsideScreen()
|
|
{
|
|
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(new Vector2(-20)));
|
|
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
|
|
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
|
|
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
|
|
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
|
|
AddStep("resume", () =>
|
|
{
|
|
InputManager.Key(Key.Down);
|
|
InputManager.Key(Key.Space);
|
|
});
|
|
AddUntilStep("pause overlay not present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Hidden));
|
|
}
|
|
}
|
|
}
|