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78 lines
3.0 KiB
C#
78 lines
3.0 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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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Screens.Footer;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.SelectV2;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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/// <summary>
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/// Tests copied out of `TestSceneScreenNavigation` which are specific to song select.
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/// These are for SongSelectV2. Eventually, the tests in the above class should be deleted along with old song select.
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/// </summary>
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public class TestSceneSongSelectNavigation : OsuGameTestScene
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{
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[Test]
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public void TestPushSongSelectAndPressBackButtonImmediately()
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{
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AddStep("push song select", () => Game.ScreenStack.Push(new SoloSongSelect()));
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// TODO: without this step, a critical bug will be hit, see inline comment in `OsuGame.handleBackButton`.
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AddUntilStep("Wait for song select", () => Game.ScreenStack.CurrentScreen is SoloSongSelect select && select.IsLoaded);
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AddStep("press back button", () => Game.ChildrenOfType<ScreenBackButton>().First().Action!.Invoke());
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ConfirmAtMainMenu();
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestSongContinuesAfterExitPlayer(bool withUserPause)
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{
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Player? player = null;
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IWorkingBeatmap beatmap() => Game.Beatmap.Value;
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PushAndConfirm(() => new SoloSongSelect());
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AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for fail", () => player?.GameplayState.HasFailed, () => Is.True);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
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AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
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}
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}
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