Add test coverage

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Dean Herbert 2020-07-27 17:46:10 +09:00
parent 9889bfa0f3
commit d8f4e044de
1 changed files with 87 additions and 0 deletions

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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 System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSkinnableSound : OsuTestScene
{
[Cached]
private GameplayClock gameplayClock = new GameplayClock(new FramedClock());
private SkinnableSound skinnableSounds;
[SetUp]
public void SetUp()
{
Children = new Drawable[]
{
new Container
{
Clock = gameplayClock,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
skinnableSounds = new SkinnableSound(new SampleInfo("normal-sliderslide"))
{
Looping = true
}
}
},
};
}
[Test]
public void TestStoppedSoundDoesntResumeAfterPause()
{
DrawableSample sample = null;
AddStep("start sample", () =>
{
skinnableSounds.Play();
sample = skinnableSounds.ChildrenOfType<DrawableSample>().First();
});
AddUntilStep("wait for sample to start playing", () => sample.Playing);
AddStep("stop sample", () => skinnableSounds.Stop());
AddUntilStep("wait for sample to stop playing", () => !sample.Playing);
AddStep("pause gameplay clock", () => gameplayClock.IsPaused.Value = true);
AddStep("resume gameplay clock", () => gameplayClock.IsPaused.Value = false);
AddWaitStep("wait a bit", 5);
AddAssert("sample not playing", () => !sample.Playing);
}
[Test]
public void TestLoopingSoundResumesAfterPause()
{
DrawableSample sample = null;
AddStep("start sample", () =>
{
skinnableSounds.Play();
sample = skinnableSounds.ChildrenOfType<DrawableSample>().First();
});
AddUntilStep("wait for sample to start playing", () => sample.Playing);
AddStep("pause gameplay clock", () => gameplayClock.IsPaused.Value = true);
AddUntilStep("wait for sample to stop playing", () => !sample.Playing);
AddStep("resume gameplay clock", () => gameplayClock.IsPaused.Value = false);
AddUntilStep("wait for sample to start playing", () => sample.Playing);
}
}
}