osu/osu.Game.Tests/Visual/Editing/TestSceneEditorClock.cs
Bartłomiej Dach 7d4b0e3f0a Fix editor clock scene not re-enabling beatmap
Could interfere with other tests due to causing crashes on attempts to
change `Beatmap.Value`.
2021-04-03 12:34:48 +02:00

88 lines
2.9 KiB
C#

// 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit.Components;
using osuTK;
namespace osu.Game.Tests.Visual.Editing
{
[TestFixture]
public class TestSceneEditorClock : EditorClockTestScene
{
public TestSceneEditorClock()
{
Add(new FillFlowContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new TimeInfoContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
},
new PlaybackControl
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
}
}
});
}
[BackgroundDependencyLoader]
private void load()
{
Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
// ensure that music controller does not change this beatmap due to it
// completing naturally as part of the test.
Beatmap.Disabled = true;
}
[Test]
public void TestStopAtTrackEnd()
{
AddStep("reset clock", () => Clock.Seek(0));
AddStep("start clock", Clock.Start);
AddAssert("clock running", () => Clock.IsRunning);
AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250));
AddUntilStep("clock stops", () => !Clock.IsRunning);
AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
AddStep("start clock again", Clock.Start);
AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
}
[Test]
public void TestWrapWhenStoppedAtTrackEnd()
{
AddStep("reset clock", () => Clock.Seek(0));
AddStep("stop clock", Clock.Stop);
AddAssert("clock stopped", () => !Clock.IsRunning);
AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength));
AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
AddStep("start clock again", Clock.Start);
AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
}
protected override void Dispose(bool isDisposing)
{
Beatmap.Disabled = false;
base.Dispose(isDisposing);
}
}
}