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Add failing test coverage of selection not being retained on song select
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@ -9,6 +9,7 @@ using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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@ -16,6 +17,7 @@ using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Filter;
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using osu.Game.Tests.Resources;
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using osuTK.Input;
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@ -203,6 +205,33 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for music stopped", () => !Game.MusicController.IsPlaying);
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}
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[TestCase(SortMode.Title)]
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[TestCase(SortMode.Difficulty)]
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public void TestSelectionRetainedOnExit(SortMode sortMode)
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep($"set sort mode to {sortMode}", () => Game.LocalConfig.SetValue(OsuSetting.SongSelectSortingMode, sortMode));
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("exit editor", () => InputManager.Key(Key.Escape));
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AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
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AddUntilStep("selection retained on song select",
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() => Game.Beatmap.Value.BeatmapInfo.ID,
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() => Is.EqualTo(beatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0).ID));
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}
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private EditorBeatmap getEditorBeatmap() => getEditor().ChildrenOfType<EditorBeatmap>().Single();
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private Editor getEditor() => (Editor)Game.ScreenStack.CurrentScreen;
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