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mirror of https://github.com/ppy/osu.git synced 2024-11-11 07:07:45 +08:00

Refactor editor saving test scene for scalability

This commit is contained in:
Salman Ahmed 2022-01-25 11:31:05 +03:00
parent cdd63e428c
commit 064468faad
3 changed files with 154 additions and 67 deletions

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@ -4,97 +4,117 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSaving : OsuGameTestScene
public class TestSceneEditorSaving : EditorSavingTestScene
{
private Editor editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
public void TestMetadata()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Set beat divisor", () => editor.Dependencies.Get<BindableBeatDivisor>().Value = 16);
AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7);
AddStep("Set artist and title", () =>
{
editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
editorBeatmap.BeatmapInfo.Metadata.Title = "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");
AddStep("Set author", () => EditorBeatmap.BeatmapInfo.Metadata.Author.Username = "author");
AddStep("Set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
SaveEditor();
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");
ReloadEditorToSameBeatmap();
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");
}
[Test]
public void TestConfiguration()
{
double originalTimelineZoom = 0;
double changedTimelineZoom = 0;
AddStep("Set beat divisor", () => Editor.Dependencies.Get<BindableBeatDivisor>().Value = 16);
AddStep("Set timeline zoom", () =>
{
originalTimelineZoom = EditorBeatmap.BeatmapInfo.TimelineZoom;
var timeline = Editor.ChildrenOfType<Timeline>().Single();
InputManager.MoveMouseTo(timeline);
InputManager.PressKey(Key.AltLeft);
InputManager.ScrollVerticalBy(15f);
InputManager.ReleaseKey(Key.AltLeft);
});
AddAssert("Ensure timeline zoom changed", () =>
{
changedTimelineZoom = EditorBeatmap.BeatmapInfo.TimelineZoom;
return !Precision.AlmostEquals(changedTimelineZoom, originalTimelineZoom);
});
SaveEditor();
AddAssert("Beatmap has correct beat divisor", () => EditorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap has correct timeline zoom", () => EditorBeatmap.BeatmapInfo.TimelineZoom == changedTimelineZoom);
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct beat divisor", () => EditorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap still has correct timeline zoom", () => EditorBeatmap.BeatmapInfo.TimelineZoom == changedTimelineZoom);
}
[Test]
public void TestDifficulty()
{
AddStep("Set overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty = 7);
SaveEditor();
AddAssert("Beatmap has correct overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty == 7);
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty == 7);
}
[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));
checkMutations();
SaveEditor();
AddAssert("Beatmap 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 has non-default control points", () =>
editorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
editorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);
EditorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
EditorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
ReloadEditorToSameBeatmap();
checkMutations();
AddAssert("Beatmap has correct .osu file path", () => editorBeatmap.BeatmapInfo.Path == "artist - title (author) [difficulty].osu");
AddAssert("Beatmap still has correct timing point", () => EditorBeatmap.ControlPointInfo.TimingPoints.Single().Time == 500);
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new PlaySongSelect());
AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
checkMutations();
}
private void checkMutations()
{
AddAssert("Beatmap contains single hitcircle", () => editorBeatmap.HitObjects.Count == 1);
AddAssert("Beatmap has correct beat divisor", () => editorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap has correct overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty == 7);
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");
// 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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@ -111,7 +111,7 @@ namespace osu.Game.Beatmaps
public int GridSize { get; set; }
public double TimelineZoom { get; set; }
public double TimelineZoom { get; set; } = 1.0;
[Ignored]
public CountdownType Countdown { get; set; } = CountdownType.Normal;

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@ -0,0 +1,67 @@
// 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 osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
public class EditorSavingTestScene : OsuGameTestScene
{
protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
}
protected void SaveEditor()
{
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
}
protected void ReloadEditorToSameBeatmap()
{
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new PlaySongSelect());
AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => Editor != null);
}
}
}