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Add test coverage of selection / scaling scenarios
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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[TestFixture]
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public class TestSceneSliderLengthValidity : TestSceneOsuEditor
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{
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private OsuPlayfield playfield;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(Ruleset.Value, false);
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("get playfield", () => playfield = Editor.ChildrenOfType<OsuPlayfield>().First());
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AddStep("seek to first timing point", () => EditorClock.Seek(Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.First().Time));
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}
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[Test]
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public void TestDraggingStartingPointRemainsValid()
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{
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Slider slider = null;
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AddStep("Add slider", () =>
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{
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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{
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new PathControlPoint(new Vector2(0), PathType.Linear),
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new PathControlPoint(new Vector2(100, 0)),
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};
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slider.Path = new SliderPath(points);
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EditorBeatmap.Add(slider);
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});
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AddAssert("ensure object placed", () => EditorBeatmap.HitObjects.Count == 1);
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moveMouse(new Vector2(300));
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AddStep("select slider", () => InputManager.Click(MouseButton.Left));
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double distanceBefore = 0;
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AddStep("store distance", () => distanceBefore = slider.Path.Distance);
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moveMouse(new Vector2(300, 300));
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AddStep("begin drag", () => InputManager.PressButton(MouseButton.Left));
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moveMouse(new Vector2(350, 300));
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moveMouse(new Vector2(400, 300));
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AddStep("end drag", () => InputManager.ReleaseButton(MouseButton.Left));
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AddAssert("slider length shrunk", () => slider.Path.Distance < distanceBefore);
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AddAssert("ensure slider still has valid length", () => slider.Path.Distance > 0);
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}
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[Test]
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public void TestDraggingEndingPointRemainsValid()
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{
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Slider slider = null;
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AddStep("Add slider", () =>
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{
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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{
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new PathControlPoint(new Vector2(0), PathType.Linear),
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new PathControlPoint(new Vector2(100, 0)),
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};
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slider.Path = new SliderPath(points);
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EditorBeatmap.Add(slider);
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});
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AddAssert("ensure object placed", () => EditorBeatmap.HitObjects.Count == 1);
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moveMouse(new Vector2(300));
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AddStep("select slider", () => InputManager.Click(MouseButton.Left));
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double distanceBefore = 0;
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AddStep("store distance", () => distanceBefore = slider.Path.Distance);
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moveMouse(new Vector2(400, 300));
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AddStep("begin drag", () => InputManager.PressButton(MouseButton.Left));
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moveMouse(new Vector2(350, 300));
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moveMouse(new Vector2(300, 300));
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AddStep("end drag", () => InputManager.ReleaseButton(MouseButton.Left));
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AddAssert("slider length shrunk", () => slider.Path.Distance < distanceBefore);
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AddAssert("ensure slider still has valid length", () => slider.Path.Distance > 0);
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}
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/// <summary>
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/// If a control point is deleted which results in the slider becoming so short it can't exist,
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/// for simplicity delete the slider rather than having it in an invalid state.
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///
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/// Eventually we may need to change this, based on user feedback. I think it's likely enough of
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/// an edge case that we won't get many complaints, though (and there's always the undo button).
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/// </summary>
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[Test]
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public void TestDeletingPointCausesSliderDeletion()
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{
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AddStep("Add slider", () =>
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{
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Slider slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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{
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new PathControlPoint(new Vector2(0), PathType.PerfectCurve),
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new PathControlPoint(new Vector2(100, 0)),
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new PathControlPoint(new Vector2(0, 10))
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};
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slider.Path = new SliderPath(points);
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EditorBeatmap.Add(slider);
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});
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AddAssert("ensure object placed", () => EditorBeatmap.HitObjects.Count == 1);
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AddStep("select slider", () => InputManager.Click(MouseButton.Left));
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moveMouse(new Vector2(400, 300));
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AddStep("delete second point", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Click(MouseButton.Right);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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AddAssert("ensure object deleted", () => EditorBeatmap.HitObjects.Count == 0);
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}
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/// <summary>
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/// If a scale operation is performed where a single slider is the only thing selected, the path's shape will change.
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/// If the scale results in the path becoming too short, further mouse movement in the same direction will not change the shape.
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/// </summary>
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[Test]
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public void TestScalingSliderTooSmallRemainsValid()
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{
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Slider slider = null;
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AddStep("Add slider", () =>
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{
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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{
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new PathControlPoint(new Vector2(0), PathType.Linear),
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new PathControlPoint(new Vector2(0, 50)),
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new PathControlPoint(new Vector2(0, 100))
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};
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slider.Path = new SliderPath(points);
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EditorBeatmap.Add(slider);
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});
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AddAssert("ensure object placed", () => EditorBeatmap.HitObjects.Count == 1);
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moveMouse(new Vector2(300));
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AddStep("select slider", () => InputManager.Click(MouseButton.Left));
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double distanceBefore = 0;
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AddStep("store distance", () => distanceBefore = slider.Path.Distance);
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AddStep("move mouse to handle", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<SelectionBoxDragHandle>().Skip(1).First()));
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AddStep("begin drag", () => InputManager.PressButton(MouseButton.Left));
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moveMouse(new Vector2(350, 400));
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moveMouse(new Vector2(350, 350));
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moveMouse(new Vector2(350, 300));
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AddStep("end drag", () => InputManager.ReleaseButton(MouseButton.Left));
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AddAssert("slider length shrunk", () => slider.Path.Distance < distanceBefore);
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AddAssert("ensure slider still has valid length", () => slider.Path.Distance > 0);
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}
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private void moveMouse(Vector2 pos) =>
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AddStep($"move mouse to {pos}", () => InputManager.MoveMouseTo(playfield.ToScreenSpace(pos)));
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}
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}
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