osu/osu.Game.Rulesets.Osu.Tests/TestSceneResume.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

70 lines
3.4 KiB
C#
Raw Normal View History

2024-04-16 10:42:12 +00:00
// 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 System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Tests
{
public partial class TestSceneResume : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false, AllowBackwardsSeeks);
[Test]
public void TestPauseViaKeyboard()
{
AddStep("move mouse to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestPauseViaKeyboardWhenMouseOutsidePlayfield()
{
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.BottomRight + new Vector2(1)));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestPauseViaKeyboardWhenMouseOutsideScreen()
{
AddStep("move mouse outside playfield", () => InputManager.MoveMouseTo(new Vector2(-20)));
AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
AddStep("press escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for pause overlay", () => Player.ChildrenOfType<PauseOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("resume", () =>
{
InputManager.Key(Key.Down);
InputManager.Key(Key.Space);
});
AddUntilStep("pause overlay not present", () => Player.DrawableRuleset.ResumeOverlay.State.Value, () => Is.EqualTo(Visibility.Hidden));
}
}
}