feat(player): docked queue overlay with reorder, remove, jump, and clear-upcoming
Add a Queue toggle to the docked player bar opening a centered editable queue overlay. New additive QueueService.ClearUpcoming keeps the playing track while dropping the rest. Current track is non-removable.
This commit is contained in:
@@ -25,6 +25,9 @@ else
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HasPrevious="HasPrevious"
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SkipNext="@SkipNext"
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SkipPrevious="@SkipPrevious"
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ShowQueueButton="ShowQueueButton"
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QueueOpen="_queueOpen"
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QueueToggle="@ToggleQueue"
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Class="transport-zone"/>
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<VolumeZone Volume="@Volume" VolumeChanged="@OnVolumeChange"/>
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@@ -49,12 +52,27 @@ else
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@if (!string.IsNullOrEmpty(ErrorMessage))
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{
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<MudAlert Severity="Severity.Error"
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ShowCloseIcon="true"
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CloseIconClicked="ClearError"
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<MudAlert Severity="Severity.Error"
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ShowCloseIcon="true"
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CloseIconClicked="ClearError"
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Class="ma-2">
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@ErrorMessage
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</MudAlert>
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}
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@* Docked queue overlay (Phase 17 §3.2). MudOverlay portals to the body, so its position here in
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the dock subtree does not affect its screen-centered rendering. Only mounted in docked mode —
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the Fixed embed gets its own inline panel in a later wave. *@
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@if (ShowQueueButton)
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{
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<QueueOverlay Visible="_queueOpen"
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Items="QueueItems"
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CurrentIndex="QueueCurrentIndex"
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OnClose="@CloseQueue"
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OnClear="@ClearUpcoming"
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OnReorder="@OnQueueReorder"
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OnRemove="@OnQueueRemove"
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OnJump="@OnQueueJump"/>
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}
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</div>
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}
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@@ -19,6 +19,7 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private bool _isMinimized = true;
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private bool _isSeeking = false;
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private double _seekPosition = 0;
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private bool _queueOpen = false;
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private IStreamingPlayerService? _subscribedService;
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private IQueueService? _subscribedQueue;
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@@ -63,6 +64,13 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private bool HasNext => QueueService?.HasNext ?? false;
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private bool HasPrevious => QueueService?.HasPrevious ?? false;
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// Queue overlay state. The button (and overlay) appear only in docked mode with a non-empty queue,
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// mirroring the skip-affordance gating (AC1): with no queue the bar is byte-for-byte its pre-queue
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// self. The Fixed embed gets an inline panel in a later wave, so the docked overlay is !Fixed-only.
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private bool ShowQueueButton => !Fixed && (QueueService?.Items.Count ?? 0) > 0;
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private IReadOnlyList<TrackDto> QueueItems => QueueService?.Items ?? [];
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private int QueueCurrentIndex => QueueService?.CurrentIndex ?? -1;
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/// <summary>
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/// Display time - shows seek position while dragging, otherwise current playback time.
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/// </summary>
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@@ -106,7 +114,16 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private void OnPlayerStateChanged() => InvokeAsync(StateHasChanged);
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private void OnQueueChanged() => InvokeAsync(StateHasChanged);
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private void OnQueueChanged()
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{
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// If a removal emptied the queue while the overlay was open, the button disappears (AC1) — close
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// the overlay so it cannot strand open over an empty queue. The button gate hides the overlay
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// mount too, so this keeps state and view consistent.
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if (_queueOpen && (QueueService?.Items.Count ?? 0) == 0)
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_queueOpen = false;
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InvokeAsync(StateHasChanged);
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}
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private async Task SkipNext()
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{
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@@ -120,6 +137,27 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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await QueueService.Previous();
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}
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private void ToggleQueue() => _queueOpen = !_queueOpen;
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private void CloseQueue() => _queueOpen = false;
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// Reorder/remove/clear are interop-free engine mutations (C2/C5): they never re-stream or interrupt
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// the playing track. QueueChanged re-renders the bar and the overlay's list.
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private void OnQueueReorder((int FromIndex, int ToIndex) move) =>
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QueueService?.Move(move.FromIndex, move.ToIndex);
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private void OnQueueRemove(int index) => QueueService?.RemoveAt(index);
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private void ClearUpcoming() => QueueService?.ClearUpcoming();
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// Jump reuses the existing "play from index" semantics (OQ2). This is the one queue action that
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// touches playback — it streams the chosen track via the player.
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private async Task OnQueueJump(int index)
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{
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if (QueueService == null) return;
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await QueueService.PlayRelease(QueueService.Items, index);
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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// The Fixed embed is already in normal flow — no spacer/clip needed.
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@@ -260,6 +298,12 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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_subscribedService = null;
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}
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if (_subscribedQueue != null)
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{
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_subscribedQueue.QueueChanged -= OnQueueChanged;
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_subscribedQueue = null;
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}
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if (_spacerModule is not null)
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{
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try
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@@ -20,5 +20,20 @@
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Indeterminate="@(LoadProgress == 0)"/>
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}
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</MudStack>
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@* Queue toggle: a second row between the transport controls and the timestamp (§3.1 placement —
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"below the control buttons, to the left of the timestamps"). Shown only when a queue is loaded,
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mirroring the skip-affordance gating, so an empty/single-track player is byte-for-byte unchanged. *@
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@if (ShowQueueButton)
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{
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<MudTooltip Text="Queue">
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<MudIconButton Icon="@Icons.Material.Filled.QueueMusic"
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Color="Color.Primary"
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Size="Size.Medium"
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OnClick="QueueToggle"
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aria-label="Queue"
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aria-expanded="@QueueOpen"
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Class="@($"deepdrft-queue-toggle{(QueueOpen ? " deepdrft-queue-toggle-active" : "")}")"/>
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</MudTooltip>
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}
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<TimestampLabel CurrentTime="DisplayTime" Duration="@Duration"/>
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</MudStack>
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@@ -18,5 +18,15 @@ public partial class PlayerTransportZone : ComponentBase
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[Parameter] public bool HasPrevious { get; set; }
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[Parameter] public EventCallback SkipNext { get; set; }
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[Parameter] public EventCallback SkipPrevious { get; set; }
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/// <summary>Whether to render the Queue toggle button. Gated on a non-empty queue by the bar.</summary>
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[Parameter] public bool ShowQueueButton { get; set; }
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/// <summary>Whether the queue overlay is open. Drives the button's active state.</summary>
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[Parameter] public bool QueueOpen { get; set; }
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/// <summary>Raised when the Queue button is clicked. The bar toggles the overlay.</summary>
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[Parameter] public EventCallback QueueToggle { get; set; }
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[Parameter] public string? Class { get; set; }
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}
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@@ -113,7 +113,10 @@
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<MudIcon Icon="@Icons.Material.Filled.GraphicEq" Size="Size.Small"
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Color="Color.Primary" Class="deepdrft-queue-nowplaying"/>
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}
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@if (Editable)
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@* The current track cannot be removed (OQ3/OQ11): the queue empties only organically as the
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current ends with nothing after it. Suppress the × on the current row only — reorder of the
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current track is still allowed. *@
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@if (Editable && !isCurrent)
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{
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<MudIconButton Icon="@Icons.Material.Filled.Close" Size="Size.Small"
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Class="deepdrft-queue-remove" aria-label="Remove from queue"
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@@ -0,0 +1,69 @@
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@namespace DeepDrftPublic.Client.Controls
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@using DeepDrftModels.DTOs
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@* The docked player's queue panel: a screen-centered, mostly-square modal hosting the editable
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QueueList (Phase 17 §3.2). The overlay shell, dismissal, and drag-safety are a direct lift of
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WaveformVisualizerControlPopover (Phase 15 §4):
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- MudOverlay (DarkBackground = mild tint, Modal = focus/scroll stay on the panel).
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- Scrim OnClick closes; the panel stops click propagation so an inside click is not a dismissal.
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- AutoClose left OFF; dismissal is the explicit scrim click only. A MudDropContainer drag that
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ends outside the panel does not synthesise a click on the scrim, so a reorder drag never
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dismisses (same drag-safety posture as the visualizer popover).
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This host owns NO queue state and NO JS interop — it renders Items/CurrentIndex and forwards
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QueueList's reorder/remove/jump callbacks plus a Clear action to the parent (AudioPlayerBar), which
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holds the cascaded IQueueService. Purely presentational; prerender-safe. *@
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<MudOverlay Visible="@Visible"
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DarkBackground="true"
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Modal="true"
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OnClick="@OnClose"
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Class="deepdrft-queue-overlay">
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<div class="deepdrft-queue-modal" @onclick:stopPropagation="true">
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<div class="deepdrft-queue-modal-header">
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<span class="deepdrft-queue-modal-title">Up Next</span>
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<MudButton Variant="Variant.Text"
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Size="Size.Small"
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Color="Color.Primary"
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Disabled="@(!CanClear)"
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OnClick="@OnClear"
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Class="deepdrft-queue-clear">Clear</MudButton>
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</div>
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<div class="deepdrft-queue-modal-body">
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<QueueList Items="Items"
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CurrentIndex="CurrentIndex"
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Editable="true"
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OnReorder="OnReorder"
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OnRemove="OnRemove"
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OnJump="OnJump"/>
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</div>
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</div>
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</MudOverlay>
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@code {
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/// <summary>Whether the overlay is shown. Owned by the parent (the Queue button toggles it).</summary>
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[Parameter] public bool Visible { get; set; }
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/// <summary>The queue to render. Passed straight through to <see cref="QueueList"/>.</summary>
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[Parameter] public IReadOnlyList<TrackDto>? Items { get; set; }
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/// <summary>Index of the current track within <see cref="Items"/>, or -1 when none.</summary>
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[Parameter] public int CurrentIndex { get; set; } = -1;
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/// <summary>Raised when the scrim is clicked to dismiss the overlay.</summary>
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[Parameter] public EventCallback OnClose { get; set; }
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/// <summary>Raised when Clear is pressed — empties the up-next, keeping the current track playing.</summary>
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[Parameter] public EventCallback OnClear { get; set; }
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/// <summary>Reorder callback forwarded from the hosted <see cref="QueueList"/>.</summary>
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[Parameter] public EventCallback<(int FromIndex, int ToIndex)> OnReorder { get; set; }
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/// <summary>Remove callback forwarded from the hosted <see cref="QueueList"/>.</summary>
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[Parameter] public EventCallback<int> OnRemove { get; set; }
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/// <summary>Jump-to-track callback forwarded from the hosted <see cref="QueueList"/>.</summary>
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[Parameter] public EventCallback<int> OnJump { get; set; }
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// Clear is meaningful only when there is something beyond the current track to discard.
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private bool CanClear => Items is { Count: > 1 };
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}
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@@ -138,4 +138,15 @@ public interface IQueueService
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/// <summary>Empties the queue and resets the position. Does not stop the player.</summary>
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void Clear();
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/// <summary>
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/// Empties the up-next while keeping the currently-playing track: removes every item except
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/// <see cref="Current"/>, leaving it as the sole remaining item at <see cref="CurrentIndex"/> == 0,
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/// and re-emits <see cref="QueueChanged"/>. Unlike <see cref="Clear"/> (which empties everything and
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/// goes dormant), this preserves what is playing — the player is never stopped and the current track
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/// stays queued, so playback continues uninterrupted while the rest of the queue is discarded.
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/// Interop-free; safe during prerender. No-op (no throw, no <see cref="QueueChanged"/>) when the queue
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/// is empty/dormant or already holds only the current track.
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/// </summary>
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void ClearUpcoming();
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}
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@@ -201,6 +201,20 @@ public sealed class QueueService : IQueueService, IDisposable
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QueueChanged?.Invoke();
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}
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public void ClearUpcoming()
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{
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// Keep the currently-playing track, drop everything else. No current track (dormant/empty) or a
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// queue that already holds only the current → nothing to clear.
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var current = Current;
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if (current is null || _items.Count <= 1) return;
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_items.Clear();
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_items.Add(current);
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CurrentIndex = 0;
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// Playback is untouched (C2): the current track keeps streaming; we only discarded the up-next.
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QueueChanged?.Invoke();
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}
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// Advance on organic end-of-stream only. TrackEnded is not raised by stop/unload/track-switch,
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// so a manual stop or a fresh single-track selection elsewhere never spuriously advances the
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// queue. When the queue is past its last track, end-of-stream simply stops — nothing to advance.
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@@ -750,3 +750,158 @@ body:has(.waveform-visualizer-control-overlay) {
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color: var(--mud-palette-text-primary);
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opacity: 0.85;
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}
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/* =============================================================================
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QUEUE OVERLAY + LIST (Phase 17 wave 17.2 — docked queue panel)
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The overlay is a direct lift of the visualizer-control modal (Phase 15 §4): a centered MudOverlay
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whose scrim tint + z-index + body-scroll lock match that idiom exactly. The panel chrome (square
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corners, lighter-navy ground, thin light border) is the NowPlayingCard treatment (§5). MudOverlay
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portals out of the component subtree to the body, so these are plain GLOBAL rules — CSS isolation
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cannot reach portaled content.
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============================================================================= */
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/* Raise the overlay above the sticky header (100), the fixed player dock (1200), and the minimized
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FAB (1300) — same stacking decision as the visualizer overlay so the scrim tints the whole viewport. */
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.deepdrft-queue-overlay {
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z-index: 1400 !important;
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}
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/* Mild modal tint from the shared scrim token. The doubled selector (0,2,0) outranks MudBlazor's own
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.mud-overlay-dark (0,1,0) regardless of stylesheet load order. */
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.deepdrft-queue-overlay .mud-overlay-scrim.mud-overlay-dark {
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background-color: rgba(var(--deepdrft-scrim-rgb), var(--deepdrft-modal-scrim-alpha));
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}
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.deepdrft-queue-overlay .mud-overlay-content {
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max-height: 90vh;
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overflow: visible;
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}
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/* Lock body scroll while the queue overlay is open (matches the visualizer overlay). */
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body:has(.deepdrft-queue-overlay) {
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overflow: hidden;
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}
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/* The mostly-square panel (§3.2: min(90vw, 520px)). NowPlayingCard chrome: square corners, lighter-navy
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ground, thin light border. Internal column: fixed header over a scrollable list body. */
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.deepdrft-queue-modal {
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display: flex;
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flex-direction: column;
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width: min(90vw, 520px);
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height: min(90vw, 520px);
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max-height: 90vh;
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background: var(--deepdrft-panel-ground);
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border: 1px solid var(--deepdrft-border-light);
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border-radius: 0;
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backdrop-filter: blur(8px);
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overflow: hidden;
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}
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.deepdrft-queue-modal-header {
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display: flex;
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align-items: center;
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justify-content: space-between;
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padding: 0.85rem 1rem;
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border-bottom: 1px solid var(--deepdrft-border-light);
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}
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/* Mono uppercase eyebrow — the NowPlayingCard .np-label typography, recoloured light (static). */
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.deepdrft-queue-modal-title {
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font-family: var(--deepdrft-font-mono);
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font-size: 0.72rem;
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letter-spacing: 0.2em;
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text-transform: uppercase;
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color: var(--deepdrft-white);
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opacity: 0.85;
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}
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.deepdrft-queue-modal-body {
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flex: 1 1 auto;
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min-height: 0;
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overflow-y: auto;
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padding: 0.5rem 0.5rem 0.75rem;
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}
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/* ── The list itself (consumed by QueueList in both modes; styled here once). ── */
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.deepdrft-queue-list {
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display: flex;
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flex-direction: column;
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}
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.deepdrft-queue-zone {
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display: flex;
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flex-direction: column;
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}
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.deepdrft-queue-row {
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display: flex;
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align-items: center;
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gap: 0.6rem;
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padding: 0.45rem 0.5rem;
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border-radius: 4px;
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color: var(--deepdrft-white);
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transition: background 0.15s ease;
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}
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.deepdrft-queue-row:hover {
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background: color-mix(in srgb, var(--deepdrft-white) 6%, transparent);
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}
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/* Current track: a subtle green wash + left accent, matching the green = active principle. */
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.deepdrft-queue-row-current {
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background: color-mix(in srgb, var(--deepdrft-green-accent) 14%, transparent);
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box-shadow: inset 2px 0 0 0 var(--deepdrft-green-accent);
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}
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.deepdrft-queue-drag-handle {
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cursor: grab;
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opacity: 0.45;
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flex: 0 0 auto;
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}
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.deepdrft-queue-position {
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font-family: var(--deepdrft-font-mono);
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font-size: 0.72rem;
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opacity: 0.6;
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min-width: 1.4rem;
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text-align: right;
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flex: 0 0 auto;
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}
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/* Row body grows + truncates; clicking it jumps playback (OQ2). */
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.deepdrft-queue-body {
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display: flex;
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flex-direction: column;
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gap: 0.1rem;
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flex: 1 1 auto;
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min-width: 0;
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cursor: pointer;
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}
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.deepdrft-queue-title {
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font-size: 0.92rem;
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white-space: nowrap;
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overflow: hidden;
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text-overflow: ellipsis;
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}
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.deepdrft-queue-artist {
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font-size: 0.74rem;
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opacity: 0.6;
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white-space: nowrap;
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overflow: hidden;
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text-overflow: ellipsis;
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}
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.deepdrft-queue-nowplaying,
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.deepdrft-queue-remove {
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flex: 0 0 auto;
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}
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/* Active (open) state for the bar's Queue toggle — a soft green chip behind the glyph, matching the
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visualizer toggle's on-state idiom. */
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.deepdrft-queue-toggle-active {
|
||||
background: color-mix(in srgb, var(--deepdrft-green-accent) 22%, transparent);
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
@@ -678,6 +678,75 @@ public class QueueServiceTests
|
||||
});
|
||||
}
|
||||
|
||||
// --- ClearUpcoming (OQ5: keep the current track, drop the up-next) — Phase 17 wave 17.2 ---
|
||||
|
||||
[Test]
|
||||
public async Task ClearUpcoming_KeepsCurrentTrack_DropsTheRest_WithoutStopping()
|
||||
{
|
||||
// Current = track-2; ClearUpcoming leaves only track-2 at index 0 and does not stop the player.
|
||||
await _queue.PlayRelease(Tracks(4), startIndex: 1);
|
||||
var streamedBefore = _player.SelectedTracks.Count;
|
||||
|
||||
_queue.ClearUpcoming();
|
||||
|
||||
Assert.Multiple(() =>
|
||||
{
|
||||
Assert.That(_queue.Items.Select(t => t.EntryKey), Is.EqualTo(new[] { "track-2" }));
|
||||
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
|
||||
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-2"));
|
||||
Assert.That(_queue.HasNext, Is.False);
|
||||
Assert.That(_queue.HasPrevious, Is.False);
|
||||
Assert.That(_player.StopCount, Is.EqualTo(0), "ClearUpcoming must not stop playback (C2)");
|
||||
Assert.That(_player.SelectedTracks, Has.Count.EqualTo(streamedBefore),
|
||||
"ClearUpcoming must not re-stream");
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task ClearUpcoming_RaisesQueueChangedOnce()
|
||||
{
|
||||
await _queue.PlayRelease(Tracks(3));
|
||||
var changed = 0;
|
||||
_queue.QueueChanged += () => changed++;
|
||||
|
||||
_queue.ClearUpcoming();
|
||||
|
||||
Assert.That(changed, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task ClearUpcoming_WhenOnlyCurrentRemains_IsNoOpAndDoesNotRaiseQueueChanged()
|
||||
{
|
||||
await _queue.PlayRelease(Tracks(1));
|
||||
var raised = false;
|
||||
_queue.QueueChanged += () => raised = true;
|
||||
|
||||
_queue.ClearUpcoming();
|
||||
|
||||
Assert.Multiple(() =>
|
||||
{
|
||||
Assert.That(_queue.Items, Has.Count.EqualTo(1));
|
||||
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
|
||||
Assert.That(raised, Is.False);
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClearUpcoming_OnEmptyQueue_IsNoOpAndDoesNotRaiseQueueChanged()
|
||||
{
|
||||
var raised = false;
|
||||
_queue.QueueChanged += () => raised = true;
|
||||
|
||||
_queue.ClearUpcoming();
|
||||
|
||||
Assert.Multiple(() =>
|
||||
{
|
||||
Assert.That(_queue.Items, Is.Empty);
|
||||
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
|
||||
Assert.That(raised, Is.False);
|
||||
});
|
||||
}
|
||||
|
||||
// --- QueueChanged notifications ---
|
||||
|
||||
[Test]
|
||||
|
||||
Reference in New Issue
Block a user