﻿// 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 System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Screens;
using osu.Game.Screens.Play;

namespace osu.Game.Tests.Visual.Gameplay
{
    public class TestCasePlayerLoader : ManualInputManagerTestCase
    {
        private PlayerLoader loader;
        private readonly OsuScreenStack stack;

        public TestCasePlayerLoader()
        {
            InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both });
        }

        [BackgroundDependencyLoader]
        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            AddUntilStep("wait for no longer current", () =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            AddUntilStep("wait for no longer current", () =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());
        }

        protected class SlowLoadPlayer : Player
        {
            public bool Ready;

            public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
                : base(allowPause, showResults)
            {
            }

            [BackgroundDependencyLoader]
            private void load()
            {
                while (!Ready)
                    Thread.Sleep(1);
            }
        }
    }
}
