mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 23:05:37 +08:00
Combine editor navigation test scenes
This commit is contained in:
parent
b14b1072c2
commit
663cec1ff6
@ -1,57 +0,0 @@
|
||||
// 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.IEnumerableExtensions;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Rulesets.Mania;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.GameplayTest;
|
||||
using osu.Game.Screens.Select;
|
||||
using osu.Game.Tests.Resources;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Editing
|
||||
{
|
||||
public partial class TestSceneEditorNavigation : OsuGameTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
|
||||
{
|
||||
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 = new ManiaRuleset().RulesetInfo);
|
||||
|
||||
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
||||
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
||||
AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
|
||||
|
||||
AddUntilStep("wait for player", () =>
|
||||
{
|
||||
// notifications may fire at almost any inopportune time and cause annoying test failures.
|
||||
// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
|
||||
// this is theoretically not foolproof, but it's the best that can be done here.
|
||||
Game.CloseAllOverlays();
|
||||
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
|
||||
});
|
||||
|
||||
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
|
||||
|
||||
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
|
||||
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
|
||||
AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
|
||||
}
|
||||
}
|
||||
}
|
@ -3,15 +3,59 @@
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Rulesets.Mania;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.GameplayTest;
|
||||
using osu.Game.Screens.Menu;
|
||||
using osu.Game.Screens.Select;
|
||||
using osu.Game.Tests.Resources;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Navigation
|
||||
{
|
||||
public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
|
||||
{
|
||||
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 = new ManiaRuleset().RulesetInfo);
|
||||
|
||||
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
||||
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
||||
AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
|
||||
|
||||
AddUntilStep("wait for player", () =>
|
||||
{
|
||||
// notifications may fire at almost any inopportune time and cause annoying test failures.
|
||||
// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
|
||||
// this is theoretically not foolproof, but it's the best that can be done here.
|
||||
Game.CloseAllOverlays();
|
||||
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
|
||||
});
|
||||
|
||||
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
|
||||
|
||||
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
|
||||
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
|
||||
AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
|
||||
/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
|
||||
|
Loading…
Reference in New Issue
Block a user