1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:47:26 +08:00
osu-lazer/osu.Game.Tests/Visual/Editing/TestSceneOpenEditorTimestamp.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

152 lines
6.4 KiB
C#
Raw Normal View History

2023-11-04 10:42:08 +08:00
// 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;
using osu.Framework.Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Localisation;
using osu.Game.Online.Chat;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Tests.Resources;
namespace osu.Game.Tests.Visual.Editing
{
public partial class TestSceneOpenEditorTimestamp : OsuGameTestScene
{
private Editor? editor => Game.ScreenStack.CurrentScreen as Editor;
private EditorBeatmap editorBeatmap => editor.ChildrenOfType<EditorBeatmap>().Single();
private EditorClock editorClock => editor.ChildrenOfType<EditorClock>().Single();
2023-11-04 10:42:08 +08:00
[Test]
public void TestErrorNotifications()
{
RulesetInfo rulesetInfo = new OsuRuleset().RulesetInfo;
addStepClickLink("00:00:000", waitForSeek: false);
AddUntilStep("received 'must be in edit'",
2023-11-21 14:08:15 +08:00
() => Game.Notifications.AllNotifications.Count(x => x.Text == EditorStrings.MustBeInEditorToHandleLinks),
2023-11-20 20:57:07 +08:00
() => Is.EqualTo(1));
2023-11-04 10:42:08 +08:00
2023-11-24 10:00:22 +08:00
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
2023-11-20 20:57:07 +08:00
AddUntilStep("entered song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:00:000 (1)", waitForSeek: false);
AddUntilStep("received 'must be in edit'",
2023-11-21 14:08:15 +08:00
() => Game.Notifications.AllNotifications.Count(x => x.Text == EditorStrings.MustBeInEditorToHandleLinks),
2023-11-20 20:57:07 +08:00
() => Is.EqualTo(2));
2023-11-04 10:42:08 +08:00
setUpEditor(rulesetInfo);
2023-11-20 20:57:07 +08:00
AddAssert("ruleset is osu!", () => editorBeatmap.BeatmapInfo.Ruleset.Equals(rulesetInfo));
2023-11-04 10:42:08 +08:00
addStepClickLink("00:000", "invalid link", waitForSeek: false);
AddUntilStep("received 'failed to process'",
2023-11-21 14:08:15 +08:00
() => Game.Notifications.AllNotifications.Count(x => x.Text == EditorStrings.FailedToParseEditorLink),
2023-11-20 20:57:07 +08:00
() => Is.EqualTo(1));
2023-11-04 10:42:08 +08:00
addStepClickLink("50000:00:000", "too long link", waitForSeek: false);
AddUntilStep("received 'failed to process'",
2023-11-21 14:08:15 +08:00
() => Game.Notifications.AllNotifications.Count(x => x.Text == EditorStrings.FailedToParseEditorLink),
2023-11-20 20:57:07 +08:00
() => Is.EqualTo(2));
2023-11-04 10:42:08 +08:00
}
[Test]
public void TestHandleCurrentScreenChanges()
{
RulesetInfo rulesetInfo = new OsuRuleset().RulesetInfo;
setUpEditor(rulesetInfo);
2023-11-20 20:57:07 +08:00
AddAssert("is osu! ruleset", () => editorBeatmap.BeatmapInfo.Ruleset.Equals(rulesetInfo));
2023-11-04 10:42:08 +08:00
2023-11-20 20:57:07 +08:00
addStepClickLink("100:00:000", "long link");
AddUntilStep("moved to end of track", () => editorClock.CurrentTime, () => Is.EqualTo(editorClock.TrackLength));
2023-11-04 10:42:08 +08:00
addStepScreenModeTo(EditorScreenMode.SongSetup);
addStepClickLink("00:00:000");
assertOnScreenAt(EditorScreenMode.SongSetup, 0);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:05:000 (0|0)");
assertMovedScreenTo(EditorScreenMode.Compose);
2023-11-04 10:42:08 +08:00
addStepScreenModeTo(EditorScreenMode.Design);
addStepClickLink("00:10:000");
assertOnScreenAt(EditorScreenMode.Design, 10_000);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:15:000 (1)");
assertMovedScreenTo(EditorScreenMode.Compose);
2023-11-04 10:42:08 +08:00
addStepScreenModeTo(EditorScreenMode.Timing);
addStepClickLink("00:20:000");
assertOnScreenAt(EditorScreenMode.Timing, 20_000);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:25:000 (0,1)");
assertMovedScreenTo(EditorScreenMode.Compose);
2023-11-04 10:42:08 +08:00
addStepScreenModeTo(EditorScreenMode.Verify);
addStepClickLink("00:30:000");
assertOnScreenAt(EditorScreenMode.Verify, 30_000);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:35:000 (0,1)");
assertMovedScreenTo(EditorScreenMode.Compose);
2023-11-04 10:42:08 +08:00
addStepClickLink("00:00:000");
assertOnScreenAt(EditorScreenMode.Compose, 0);
2023-11-04 10:42:08 +08:00
}
private void addStepClickLink(string timestamp, string step = "", bool waitForSeek = true)
{
AddStep($"{step} {timestamp}", () =>
Game.HandleLink(new LinkDetails(LinkAction.OpenEditorTimestamp, timestamp))
);
if (waitForSeek)
AddUntilStep("wait for seek", () => editorClock.SeekingOrStopped.Value);
}
private void addStepScreenModeTo(EditorScreenMode screenMode) =>
AddStep("change screen to " + screenMode, () => editor!.Mode.Value = screenMode);
private void assertOnScreenAt(EditorScreenMode screen, double time)
{
AddAssert($"stayed on {screen} at {time}", () =>
editor!.Mode.Value == screen
&& editorClock.CurrentTime == time
);
}
private void assertMovedScreenTo(EditorScreenMode screen, string text = "moved to") =>
AddAssert($"{text} {screen}", () => editor!.Mode.Value == screen);
private void setUpEditor(RulesetInfo ruleset)
{
BeatmapSetInfo beatmapSet = null!;
AddStep("Import test beatmap", () =>
Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely()
);
AddStep("Retrieve beatmap", () =>
beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach()
);
AddStep("Present beatmap", () => Game.PresentBeatmap(beatmapSet));
AddUntilStep("Wait for song select", () =>
Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
&& songSelect.IsLoaded
);
AddStep("Switch ruleset", () => Game.Ruleset.Value = ruleset);
AddStep("Open editor for ruleset", () =>
((PlaySongSelect)Game.ScreenStack.CurrentScreen)
.Edit(beatmapSet.Beatmaps.Last(beatmap => beatmap.Ruleset.Name == ruleset.Name))
);
AddUntilStep("Wait for editor open", () => editor?.ReadyForUse == true);
}
2023-11-04 10:42:08 +08:00
}
}