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Split skin editor scene library test to own file
Rather than stuffing more random cases to `TestSceneScreenNavigation`.
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@ -8,7 +8,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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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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@ -16,7 +15,6 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Leaderboards;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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@ -24,12 +22,10 @@ using osu.Game.Scoring;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Screens.Select.Options;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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@ -71,73 +67,6 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestEditComponentDuringGameplay()
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{
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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SkinEditor skinEditor = null;
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AddStep("open skin editor", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.S);
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InputManager.ReleaseKey(Key.ControlLeft);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType<SkinEditor>().FirstOrDefault()) != null);
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AddStep("Click gameplay scene button", () =>
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{
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skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick();
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});
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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BarHitErrorMeter hitErrorMeter = null;
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AddUntilStep("select bar hit error blueprint", () =>
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{
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
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if (blueprint == null)
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return false;
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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return true;
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});
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AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
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AddStep("hover first slider", () =>
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{
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InputManager.MoveMouseTo(
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skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
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.ChildrenOfType<SettingsSlider<float>>().First()
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.ChildrenOfType<SliderBar<float>>().First()
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);
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});
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AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
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AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
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}
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[Test]
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public void TestRetryCountIncrements()
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{
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@ -0,0 +1,97 @@
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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;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneSkinEditorSceneLibrary : OsuGameTestScene
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{
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private SkinEditor skinEditor;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("open skin editor", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.S);
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InputManager.ReleaseKey(Key.ControlLeft);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType<SkinEditor>().FirstOrDefault()) != null);
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}
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[Test]
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public void TestEditComponentDuringGameplay()
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{
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switchToGameplayScene();
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BarHitErrorMeter hitErrorMeter = null;
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AddUntilStep("select bar hit error blueprint", () =>
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{
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
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if (blueprint == null)
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return false;
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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return true;
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});
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AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
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AddStep("hover first slider", () =>
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{
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InputManager.MoveMouseTo(
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skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
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.ChildrenOfType<SettingsSlider<float>>().First()
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.ChildrenOfType<SliderBar<float>>().First()
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);
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});
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AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
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AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
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}
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private void switchToGameplayScene()
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{
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AddStep("Click gameplay scene button", () => skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick());
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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}
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}
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}
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