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Expose test helper for switching between difficulties

This commit is contained in:
Bartłomiej Dach 2021-09-12 13:55:48 +02:00
parent f8a681d810
commit 22fa9a303e
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3 changed files with 5 additions and 33 deletions

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@ -7,14 +7,11 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Dialog;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components.Menus;
using osu.Game.Tests.Beatmaps.IO;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
@ -116,34 +113,7 @@ namespace osu.Game.Tests.Visual.Editing
AddAssert("stack empty", () => Stack.CurrentScreen == null);
}
private void switchToDifficulty(Func<BeatmapInfo> difficulty)
{
AddUntilStep("wait for menubar to load", () => Editor.ChildrenOfType<EditorMenuBar>().Any());
AddStep("open file menu", () =>
{
var menuBar = Editor.ChildrenOfType<EditorMenuBar>().Single();
var fileMenu = menuBar.ChildrenOfType<DrawableOsuMenuItem>().First();
InputManager.MoveMouseTo(fileMenu);
InputManager.Click(MouseButton.Left);
});
AddStep("open difficulty menu", () =>
{
var difficultySelector =
Editor.ChildrenOfType<DrawableOsuMenuItem>().Single(item => item.Item.Text.Value.ToString().Contains("Change difficulty"));
InputManager.MoveMouseTo(difficultySelector);
});
AddWaitStep("wait for open", 3);
AddStep("switch to target difficulty", () =>
{
var difficultyMenuItem =
Editor.ChildrenOfType<DrawableOsuMenuItem>()
.Last(item => item.Item is DifficultyMenuItem difficultyItem && difficultyItem.Beatmap.Equals(difficulty.Invoke()));
InputManager.MoveMouseTo(difficultyMenuItem);
InputManager.Click(MouseButton.Left);
});
}
private void switchToDifficulty(Func<BeatmapInfo> difficulty) => AddStep("switch to difficulty", () => Editor.SwitchToDifficulty(difficulty.Invoke()));
private void confirmEditingBeatmap(Func<BeatmapInfo> targetDifficulty)
{

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@ -737,10 +737,10 @@ namespace osu.Game.Screens.Edit
private DifficultyMenuItem createDifficultyMenuItem(BeatmapInfo beatmapInfo)
{
bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmapInfo);
return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, switchToDifficulty);
return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty);
}
private void switchToDifficulty(BeatmapInfo beatmapInfo) => loader?.ScheduleDifficultySwitch(beatmapInfo);
protected void SwitchToDifficulty(BeatmapInfo beatmapInfo) => loader?.ScheduleDifficultySwitch(beatmapInfo);
private void cancelExit() => loader?.CancelPendingDifficultySwitch();

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@ -103,6 +103,8 @@ namespace osu.Game.Tests.Visual
public new void Paste() => base.Paste();
public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
public new bool HasUnsavedChanges => base.HasUnsavedChanges;
public TestEditor(EditorLoader loader = null)