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89 lines
3.4 KiB
C#
89 lines
3.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
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public class TestScenePauseWhenInactive : OsuPlayerTestScene
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{
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[Resolved]
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private GameHost host { get; set; }
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[Test]
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public void TestDoesntPauseDuringIntro()
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{
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AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value);
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AddStep("progress time to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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}
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/// <summary>
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/// Tests that if a pause from focus lose is performed while in pause cooldown,
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/// the player will still pause after the cooldown is finished.
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/// </summary>
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[Test]
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public void TestPauseWhileInCooldown()
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{
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddStep("skip to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
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AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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AddStep("set active", () => ((Bindable<bool>)host.IsActive).Value = true);
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AddStep("resume player", () => Player.Resume());
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AddAssert("unpaused", () => !Player.GameplayClockContainer.IsPaused.Value);
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bool pauseCooldownActive = false;
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AddStep("set inactive again", () =>
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{
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pauseCooldownActive = Player.PauseCooldownActive;
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((Bindable<bool>)host.IsActive).Value = false;
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});
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AddAssert("pause cooldown active", () => pauseCooldownActive);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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return new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitCircle { StartTime = 30000 },
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new HitCircle { StartTime = 35000 },
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},
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};
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new TestWorkingBeatmap(beatmap, storyboard, Audio);
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}
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}
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