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// 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 NUnit.Framework ;
using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
using osu.Framework.Platform ;
using osu.Framework.Testing ;
using osu.Game.Beatmaps ;
using osu.Game.Rulesets ;
using osu.Game.Rulesets.Osu ;
using osu.Game.Screens.Play ;
namespace osu.Game.Tests.Visual.Gameplay
{
[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
public class TestScenePauseWhenInactive : PlayerTestScene
{
protected new TestPlayer Player = > ( TestPlayer ) base . Player ;
protected override IBeatmap CreateBeatmap ( RulesetInfo ruleset )
{
var beatmap = ( Beatmap ) base . CreateBeatmap ( ruleset ) ;
beatmap . HitObjects . RemoveAll ( h = > h . StartTime < 30000 ) ;
return beatmap ;
}
[Resolved]
private GameHost host { get ; set ; }
public TestScenePauseWhenInactive ( )
: base ( new OsuRuleset ( ) )
{
}
[Test]
public void TestDoesntPauseDuringIntro ( )
{
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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AddUntilStep ( "wait for pause" , ( ) = > Player . GameplayClockContainer . IsPaused . Value ) ;
AddAssert ( "time of pause is after gameplay start time" , ( ) = > Player . GameplayClockContainer . GameplayClock . CurrentTime > = Player . DrawableRuleset . GameplayStartTime ) ;
}
protected override Player CreatePlayer ( Ruleset ruleset ) = > new TestPlayer ( true , true , true ) ;
}
}