Esempio n. 1
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        private void load(OsuGameBase game)
        {
            Beatmap.Value = new DummyWorkingBeatmap(game);

            AddStep("load dummy beatmap", () => Add(loader = new PlayerLoader(() => new Player
            {
                AllowPause   = false,
                AllowLeadIn  = false,
                AllowResults = false,
            })));

            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));

            AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current");

            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                Add(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
                {
                    AllowPause   = false,
                    AllowLeadIn  = false,
                    AllowResults = false,
                }));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current");
        }
Esempio n. 2
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        private void load(OsuGameBase game)
        {
            Beatmap.Value = new DummyWorkingBeatmap(game);

            AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));

            AddUntilStep("wait for current", () => loader.IsCurrentScreen());

            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));

            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());

            AddStep("exit loader", () => loader.Exit());

            AddUntilStep("wait for no longer alive", () => !loader.IsAlive);

            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false)));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
        }
Esempio n. 3
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        public void TestLoadContinuation()
        {
            SlowLoadPlayer slowPlayer = null;

            AddStep("load slow dummy beatmap", () =>
            {
                LoadScreen(loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
                Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
            });

            AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
        }
Esempio n. 4
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        public void TestLoadContinuation()
        {
            Player         player     = null;
            SlowLoadPlayer slowPlayer = null;

            AddStep("load dummy beatmap", () => stack.Push(loader = new TestPlayerLoader(() => player = new TestPlayer(false, false))));
            AddUntilStep("wait for current", () => loader.IsCurrentScreen());
            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
            AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
            AddStep("load slow dummy beatmap", () =>
            {
                stack.Push(loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
                Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
            });

            AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
        }
Esempio n. 5
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        public void TestLoadContinuation()
        {
            AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));
            AddUntilStep("wait for current", () => loader.IsCurrentScreen());
            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false)));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
        }
Esempio n. 6
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        private void load(OsuGameBase game)
        {
            Beatmap.Value = new DummyWorkingBeatmap(game);

            InputManager.Add(stack = new ScreenStack {
                RelativeSizeAxes = Axes.Both
            });

            AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player
            {
                AllowPause   = false,
                AllowLeadIn  = false,
                AllowResults = false,
            })));

            AddUntilStep(() => loader.IsCurrentScreen(), "wait for current");

            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));

            AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current");

            AddStep("exit loader", () => loader.Exit());

            AddUntilStep(() => !loader.IsAlive, "wait for no longer alive");

            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
                {
                    AllowPause   = false,
                    AllowLeadIn  = false,
                    AllowResults = false,
                }));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current");
        }