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// 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.Linq ;
using NUnit.Framework ;
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using osu.Framework.Allocation ;
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using osu.Framework.Screens ;
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using osu.Framework.Testing ;
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using osu.Framework.Utils ;
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using osu.Game.Beatmaps.ControlPoints ;
using osu.Game.Screens.Edit ;
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using osu.Game.Screens.Edit.Compose.Components.Timeline ;
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using osu.Game.Screens.Select ;
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using osuTK.Input ;
namespace osu.Game.Tests.Visual.Editing
{
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public class TestSceneEditorSaving : EditorSavingTestScene
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{
[Test]
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public void TestMetadata ( )
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{
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AddStep ( "Set artist and title" , ( ) = >
{
EditorBeatmap . BeatmapInfo . Metadata . Artist = "artist" ;
EditorBeatmap . BeatmapInfo . Metadata . Title = "title" ;
} ) ;
AddStep ( "Set author" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Author . Username = "author" ) ;
AddStep ( "Set difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = "difficulty" ) ;
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SaveEditor ( ) ;
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AddAssert ( "Beatmap has correct metadata" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Artist = = "artist" & & EditorBeatmap . BeatmapInfo . Metadata . Title = = "title" ) ;
AddAssert ( "Beatmap has correct author" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Author . Username = = "author" ) ;
AddAssert ( "Beatmap has correct difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = = "difficulty" ) ;
AddAssert ( "Beatmap has correct .osu file path" , ( ) = > EditorBeatmap . BeatmapInfo . Path = = "artist - title (author) [difficulty].osu" ) ;
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ReloadEditorToSameBeatmap ( ) ;
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AddAssert ( "Beatmap still has correct metadata" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Artist = = "artist" & & EditorBeatmap . BeatmapInfo . Metadata . Title = = "title" ) ;
AddAssert ( "Beatmap still has correct author" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Author . Username = = "author" ) ;
AddAssert ( "Beatmap still has correct difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = = "difficulty" ) ;
AddAssert ( "Beatmap still has correct .osu file path" , ( ) = > EditorBeatmap . BeatmapInfo . Path = = "artist - title (author) [difficulty].osu" ) ;
}
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[Test]
public void TestConfiguration ( )
{
double originalTimelineZoom = 0 ;
double changedTimelineZoom = 0 ;
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AddUntilStep ( "wait for timeline load" , ( ) = > Editor . ChildrenOfType < Timeline > ( ) . SingleOrDefault ( ) ? . IsLoaded = = true ) ;
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AddStep ( "Set beat divisor" , ( ) = > Editor . Dependencies . Get < BindableBeatDivisor > ( ) . Value = 16 ) ;
AddStep ( "Set timeline zoom" , ( ) = >
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{
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originalTimelineZoom = EditorBeatmap . BeatmapInfo . TimelineZoom ;
var timeline = Editor . ChildrenOfType < Timeline > ( ) . Single ( ) ;
InputManager . MoveMouseTo ( timeline ) ;
InputManager . PressKey ( Key . AltLeft ) ;
InputManager . ScrollVerticalBy ( 15f ) ;
InputManager . ReleaseKey ( Key . AltLeft ) ;
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} ) ;
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AddAssert ( "Ensure timeline zoom changed" , ( ) = >
{
changedTimelineZoom = EditorBeatmap . BeatmapInfo . TimelineZoom ;
return ! Precision . AlmostEquals ( changedTimelineZoom , originalTimelineZoom ) ;
} ) ;
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SaveEditor ( ) ;
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AddAssert ( "Beatmap has correct beat divisor" , ( ) = > EditorBeatmap . BeatmapInfo . BeatDivisor = = 16 ) ;
AddAssert ( "Beatmap has correct timeline zoom" , ( ) = > EditorBeatmap . BeatmapInfo . TimelineZoom = = changedTimelineZoom ) ;
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ReloadEditorToSameBeatmap ( ) ;
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AddAssert ( "Beatmap still has correct beat divisor" , ( ) = > EditorBeatmap . BeatmapInfo . BeatDivisor = = 16 ) ;
AddAssert ( "Beatmap still has correct timeline zoom" , ( ) = > EditorBeatmap . BeatmapInfo . TimelineZoom = = changedTimelineZoom ) ;
}
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[Test]
public void TestDifficulty ( )
{
AddStep ( "Set overall difficulty" , ( ) = > EditorBeatmap . Difficulty . OverallDifficulty = 7 ) ;
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SaveEditor ( ) ;
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AddAssert ( "Beatmap has correct overall difficulty" , ( ) = > EditorBeatmap . Difficulty . OverallDifficulty = = 7 ) ;
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ReloadEditorToSameBeatmap ( ) ;
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AddAssert ( "Beatmap still has correct overall difficulty" , ( ) = > EditorBeatmap . Difficulty . OverallDifficulty = = 7 ) ;
}
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[Test]
public void TestHitObjectPlacement ( )
{
AddStep ( "Add timing point" , ( ) = > EditorBeatmap . ControlPointInfo . Add ( 500 , new TimingControlPoint ( ) ) ) ;
AddStep ( "Change to placement mode" , ( ) = > InputManager . Key ( Key . Number2 ) ) ;
AddStep ( "Move to playfield" , ( ) = > InputManager . MoveMouseTo ( Game . ScreenSpaceDrawQuad . Centre ) ) ;
AddStep ( "Place single hitcircle" , ( ) = > InputManager . Click ( MouseButton . Left ) ) ;
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SaveEditor ( ) ;
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AddAssert ( "Beatmap has correct timing point" , ( ) = > EditorBeatmap . ControlPointInfo . TimingPoints . Single ( ) . Time = = 500 ) ;
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// After placement these must be non-default as defaults are read-only.
AddAssert ( "Placed object has non-default control points" , ( ) = >
EditorBeatmap . HitObjects [ 0 ] . SampleControlPoint ! = SampleControlPoint . DEFAULT & &
EditorBeatmap . HitObjects [ 0 ] . DifficultyControlPoint ! = DifficultyControlPoint . DEFAULT ) ;
ReloadEditorToSameBeatmap ( ) ;
AddAssert ( "Beatmap still has correct timing point" , ( ) = > EditorBeatmap . ControlPointInfo . TimingPoints . Single ( ) . Time = = 500 ) ;
// After placement these must be non-default as defaults are read-only.
AddAssert ( "Placed object still has non-default control points" , ( ) = >
EditorBeatmap . HitObjects [ 0 ] . SampleControlPoint ! = SampleControlPoint . DEFAULT & &
EditorBeatmap . HitObjects [ 0 ] . DifficultyControlPoint ! = DifficultyControlPoint . DEFAULT ) ;
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}
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[Test]
public void TestExitWithoutSaveFromExistingBeatmap ( )
{
const string tags_to_save = "these tags will be saved" ;
const string tags_to_discard = "these tags should be discarded" ;
AddStep ( "Set tags" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Tags = tags_to_save ) ;
SaveEditor ( ) ;
AddAssert ( "Tags saved correctly" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Tags = = tags_to_save ) ;
ReloadEditorToSameBeatmap ( ) ;
AddAssert ( "Tags saved correctly" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Tags = = tags_to_save ) ;
AddStep ( "Set tags again" , ( ) = > EditorBeatmap . BeatmapInfo . Metadata . Tags = tags_to_discard ) ;
AddStep ( "Exit editor" , ( ) = > Editor . Exit ( ) ) ;
AddUntilStep ( "Wait for song select" , ( ) = > Game . ScreenStack . CurrentScreen is PlaySongSelect ) ;
AddAssert ( "Tags reverted correctly" , ( ) = > Game . Beatmap . Value . BeatmapInfo . Metadata . Tags = = tags_to_save ) ;
}
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}
}