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 !loader.IsCurrentScreen, "wait for no longer current"); AddStep("load slow dummy beatmap", () =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 !loader.IsCurrentScreen, "wait for no longer current"); }
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 InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for no longer current", () =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 slow.Ready = true, 5000); }); AddUntilStep("wait for no longer current", () =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()); }
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()); }
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()); }
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()); }
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"); }