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osu-lazer/osu.Game.Tests/Visual/TestCaseNotificationOverlay.cs
Dean Herbert dc9c474033 Move all TestCases to Testing project
This allows tests to successfully retrieve rulesets, as they are referenced.
2017-10-23 19:32:02 +09:00

112 lines
3.7 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.MathUtils;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
namespace osu.Game.Tests.Visual
{
[TestFixture]
internal class TestCaseNotificationOverlay : OsuTestCase
{
public override string Description => @"I handle notifications";
private readonly NotificationOverlay manager;
public TestCaseNotificationOverlay()
{
progressingNotifications.Clear();
Content.Add(manager = new NotificationOverlay
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
});
AddToggleStep(@"show", state => manager.State = state ? Visibility.Visible : Visibility.Hidden);
AddStep(@"simple #1", sendNotification1);
AddStep(@"simple #2", sendNotification2);
AddStep(@"progress #1", sendProgress1);
AddStep(@"progress #2", sendProgress2);
AddStep(@"barrage", () => sendBarrage());
}
private void sendBarrage(int remaining = 100)
{
switch (RNG.Next(0, 4))
{
case 0:
sendNotification1();
break;
case 1:
sendNotification2();
break;
case 2:
sendProgress1();
break;
case 3:
sendProgress2();
break;
}
if (remaining > 0)
Scheduler.AddDelayed(() => sendBarrage(remaining - 1), 80);
}
protected override void Update()
{
base.Update();
progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
{
var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
if (p != null)
p.State = ProgressNotificationState.Active;
}
foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
{
if (n.Progress < 1)
n.Progress += (float)(Time.Elapsed / 2000) * RNG.NextSingle();
else
n.State = ProgressNotificationState.Completed;
}
}
private void sendProgress2()
{
var n = new ProgressNotification { Text = @"Downloading Haitai..." };
manager.Post(n);
progressingNotifications.Add(n);
}
private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
private void sendProgress1()
{
var n = new ProgressNotification { Text = @"Uploading to BSS..." };
manager.Post(n);
progressingNotifications.Add(n);
}
private void sendNotification2()
{
manager.Post(new SimpleNotification { Text = @"You are amazing" });
}
private void sendNotification1()
{
manager.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
}
}
}