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Add basic test for difficulty switching
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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.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneDifficultySwitching : ScreenTestScene
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{
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private BeatmapSetInfo importedBeatmapSet;
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[Resolved]
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private OsuGameBase game { get; set; }
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private Editor editor;
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[SetUpSteps]
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public void SetUp()
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{
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AddStep("import test beatmap", () => importedBeatmapSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result);
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AddStep("set current beatmap", () => Beatmap.Value = beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First()));
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AddStep("push loader", () => Stack.Push(new EditorLoader()));
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AddUntilStep("wait for editor to load", () => Stack.CurrentScreen is Editor);
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AddStep("store editor", () => editor = (Editor)Stack.CurrentScreen);
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}
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[Test]
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public void TestBasicSwitch()
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{
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BeatmapInfo targetDifficulty = null;
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AddStep("set target difficulty", () => targetDifficulty = importedBeatmapSet.Beatmaps.Last(beatmap => !beatmap.Equals(Beatmap.Value.BeatmapInfo)));
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switchToDifficulty(() => targetDifficulty);
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confirmEditingBeatmap(() => targetDifficulty);
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AddStep("exit editor", () => Stack.Exit());
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// ensure editor loader didn't resume.
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AddAssert("stack empty", () => Stack.CurrentScreen == null);
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}
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private void switchToDifficulty(Func<BeatmapInfo> difficulty)
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{
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AddUntilStep("wait for menubar to load", () => editor.ChildrenOfType<EditorMenuBar>().Any());
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AddStep("open file menu", () =>
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{
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var menuBar = editor.ChildrenOfType<EditorMenuBar>().Single();
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var fileMenu = menuBar.ChildrenOfType<DrawableOsuMenuItem>().First();
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InputManager.MoveMouseTo(fileMenu);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("open difficulty menu", () =>
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{
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var difficultySelector =
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editor.ChildrenOfType<DrawableOsuMenuItem>().Single(item => item.Item.Text.Value.ToString().Contains("Change difficulty"));
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InputManager.MoveMouseTo(difficultySelector);
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});
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AddWaitStep("wait for open", 3);
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AddStep("switch to target difficulty", () =>
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{
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var difficultyMenuItem =
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editor.ChildrenOfType<DrawableOsuMenuItem>()
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.Last(item => item.Item is DifficultyMenuItem difficultyItem && difficultyItem.Beatmap.Equals(difficulty.Invoke()));
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InputManager.MoveMouseTo(difficultyMenuItem);
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InputManager.Click(MouseButton.Left);
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});
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}
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private void confirmEditingBeatmap(Func<BeatmapInfo> targetDifficulty)
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{
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AddUntilStep("current beatmap is correct", () => Beatmap.Value.BeatmapInfo.Equals(targetDifficulty.Invoke()));
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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}
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}
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}
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@ -10,9 +10,12 @@ namespace osu.Game.Screens.Edit.Components.Menus
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{
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public class DifficultyMenuItem : StatefulMenuItem<bool>
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{
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public BeatmapInfo Beatmap { get; }
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public DifficultyMenuItem(BeatmapInfo beatmapInfo, bool selected, Action<BeatmapInfo> difficultyChangeFunc)
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: base(beatmapInfo.Version ?? "(unnamed)", null)
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{
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Beatmap = beatmapInfo;
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State.Value = selected;
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if (!selected)
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