Add tests and expand functionality to ensure single fire

This commit is contained in:
Dean Herbert 2018-05-10 17:30:24 +09:00
parent 63e10ec3c2
commit fadb1a5e0b
2 changed files with 78 additions and 9 deletions

View File

@ -0,0 +1,62 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Screens.Menu;
namespace osu.Game.Tests.Visual
{
public class TestCaseHoldToConfirmOverlay : OsuTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(ExitConfirmOverlay) };
public TestCaseHoldToConfirmOverlay()
{
bool fired = false;
var abortText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "Aborted!",
TextSize = 50,
Alpha = 0,
};
var overlay = new TestHoldToConfirmOverlay
{
Action = () =>
{
fired = true;
abortText.FadeTo(1).Then().FadeOut(1000);
}
};
Children = new Drawable[]
{
overlay,
abortText
};
AddStep("start confirming", () => overlay.Begin());
AddStep("abort confirming", () => overlay.Abort());
AddAssert("ensure aborted", () => !fired);
AddStep("start confirming", () => overlay.Begin());
AddUntilStep(() => fired, "wait until confirmed");
}
private class TestHoldToConfirmOverlay : ExitConfirmOverlay
{
protected override bool AllowMultipleFires => true;
public void Begin() => BeginConfirm();
public void Abort() => AbortConfirm();
}
}
}

View File

@ -25,6 +25,11 @@ namespace osu.Game.Overlays
private bool fired;
/// <summary>
/// Whether the overlay should be allowed to return from a fired state.
/// </summary>
protected virtual bool AllowMultipleFires => false;
[BackgroundDependencyLoader]
private void load()
{
@ -42,18 +47,20 @@ namespace osu.Game.Overlays
};
}
protected void BeginConfirm() => overlay.FadeIn(activate_delay, Easing.Out);
protected void AbortConfirm() => overlay.FadeOut(fadeout_delay, Easing.Out);
protected override void Update()
protected void BeginConfirm()
{
base.Update();
if (!fired && overlay.Alpha == 1)
if (!AllowMultipleFires && fired) return;
overlay.FadeIn(activate_delay * (1 - overlay.Alpha), Easing.Out).OnComplete(_ =>
{
fired = true;
Action?.Invoke();
}
fired = true;
});
}
protected void AbortConfirm()
{
if (!AllowMultipleFires && fired) return;
overlay.FadeOut(fadeout_delay, Easing.Out);
}
}
}