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778d2a71b4
One of my pending work items for post-realm merge. The lowest-level import task is no longer asynchronous, as we don't want it to span multiple threads to allow easier interaction with realm. Removing the `Task` spec simplifies a heap of usages. Individual usages should decide whether they want to run the import asynchronously, by either using an alternative override or spooling up a thread themselves.
73 lines
3.5 KiB
C#
73 lines
3.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Menus
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{
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public class TestSceneMusicActionHandling : OsuGameTestScene
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{
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private GlobalActionContainer globalActionContainer => Game.ChildrenOfType<GlobalActionContainer>().First();
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[Test]
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public void TestMusicPlayAction()
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{
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AddStep("ensure playing something", () => Game.MusicController.EnsurePlayingSomething());
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music paused", () => !Game.MusicController.IsPlaying && Game.MusicController.UserPauseRequested);
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AddStep("toggle playback", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPlay));
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AddAssert("music resumed", () => Game.MusicController.IsPlaying && !Game.MusicController.UserPauseRequested);
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}
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[Test]
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public void TestMusicNavigationActions()
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{
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Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null;
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
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AddStep("import beatmap with track", () =>
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{
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var setWithTrack = Game.BeatmapManager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).GetResultSafely();
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setWithTrack?.PerformRead(s =>
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{
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Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(s.Beatmaps.First());
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});
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});
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
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});
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("track changed to previous", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Prev);
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddAssert("track changed to next", () =>
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trackChangeQueue.Count == 1 &&
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trackChangeQueue.Dequeue().changeDirection == TrackChangeDirection.Next);
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}
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}
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}
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