Make tests better

This commit is contained in:
Dean Herbert 2019-03-18 19:44:21 +09:00
parent 4f075f4740
commit f56e8d9bfe
1 changed files with 54 additions and 41 deletions

View File

@ -1,7 +1,7 @@
// 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;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Rulesets;
@ -11,56 +11,69 @@
namespace osu.Game.Tests.Visual
{
public class TestCasePause : TestCasePlayer
public class TestCasePause : PlayerTestCase
{
protected new PausePlayer Player => (PausePlayer)base.Player;
public TestCasePause()
: base(new OsuRuleset())
{
}
[Test]
public void TestPauseResume()
{
AddStep("pause", () => Player.Pause());
AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
AddStep("resume", () => Player.Resume());
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
}
[Test]
public void TestPauseTooSoon()
{
AddStep("pause", () => Player.Pause());
AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("resume", () => Player.Resume());
AddAssert("clock started", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("pause too soon", () => Player.Pause());
AddAssert("clock not stopped", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
}
[Test]
public void TestPauseAfterFail()
{
AddUntilStep(() => Player.HasFailed, "wait for fail");
AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
AddStep("try to pause", () => Player.Pause());
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
}
[Test]
public void TestExitFromPause()
{
AddUntilStep(() =>
{
Player.Pause();
return Player.PauseOverlayVisible;
}, "keep trying to pause");
AddStep("exit", () => Player.Exit());
AddUntilStep(() => !Player.IsCurrentScreen(), "player exited");
}
protected override bool AllowFail => true;
protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
protected override void AddCheckSteps(Func<Player> player)
{
PausePlayer pausable() => (PausePlayer)player();
base.AddCheckSteps(player);
AddStep("pause", () => pausable().Pause());
AddAssert("clock stopped", () => !pausable().GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay shown", () => pausable().PauseOverlayVisible);
AddStep("resume", () => pausable().Resume());
AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
AddStep("pause too soon", () => pausable().Pause());
AddAssert("clock not stopped", () => pausable().GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
AddUntilStep(() => pausable().HasFailed, "wait for fail");
AddAssert("fail overlay shown", () => pausable().FailOverlayVisible);
AddStep("try to pause", () => pausable().Pause());
AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
AddAssert("fail overlay still shown", () => pausable().FailOverlayVisible);
AddStep("restart", () => pausable().Restart());
AddUntilStep(() =>
{
pausable().Pause();
return pausable().PauseOverlayVisible;
}, "keep trying to pause");
AddStep("exit", () => pausable().Exit());
AddUntilStep(() => !pausable().IsCurrentScreen(), "player exited");
}
private class PausePlayer : Player
protected class PausePlayer : Player
{
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;