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dc9c474033
This allows tests to successfully retrieve rulesets, as they are referenced.
112 lines
3.7 KiB
C#
112 lines
3.7 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.MathUtils;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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internal class TestCaseNotificationOverlay : OsuTestCase
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{
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public override string Description => @"I handle notifications";
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private readonly NotificationOverlay manager;
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public TestCaseNotificationOverlay()
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{
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progressingNotifications.Clear();
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Content.Add(manager = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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});
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AddToggleStep(@"show", state => manager.State = state ? Visibility.Visible : Visibility.Hidden);
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AddStep(@"simple #1", sendNotification1);
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AddStep(@"simple #2", sendNotification2);
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AddStep(@"progress #1", sendProgress1);
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AddStep(@"progress #2", sendProgress2);
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AddStep(@"barrage", () => sendBarrage());
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}
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private void sendBarrage(int remaining = 100)
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{
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switch (RNG.Next(0, 4))
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{
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case 0:
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sendNotification1();
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break;
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case 1:
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sendNotification2();
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break;
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case 2:
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sendProgress1();
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break;
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case 3:
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sendProgress2();
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break;
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}
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if (remaining > 0)
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Scheduler.AddDelayed(() => sendBarrage(remaining - 1), 80);
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}
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protected override void Update()
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{
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base.Update();
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
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if (p != null)
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p.State = ProgressNotificationState.Active;
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}
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foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
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{
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if (n.Progress < 1)
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n.Progress += (float)(Time.Elapsed / 2000) * RNG.NextSingle();
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else
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n.State = ProgressNotificationState.Completed;
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}
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}
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private void sendProgress2()
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{
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var n = new ProgressNotification { Text = @"Downloading Haitai..." };
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manager.Post(n);
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progressingNotifications.Add(n);
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}
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private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
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private void sendProgress1()
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{
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var n = new ProgressNotification { Text = @"Uploading to BSS..." };
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manager.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendNotification2()
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{
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manager.Post(new SimpleNotification { Text = @"You are amazing" });
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}
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private void sendNotification1()
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{
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manager.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
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}
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}
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