diff --git a/osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneEditorSaving.cs b/osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneEditorSaving.cs new file mode 100644 index 0000000000..159a64d1ac --- /dev/null +++ b/osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneEditorSaving.cs @@ -0,0 +1,91 @@ +// Copyright (c) ppy Pty Ltd . 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.Input; +using osu.Framework.Testing; +using osu.Framework.Utils; +using osu.Game.Beatmaps; +using osu.Game.Rulesets.Edit; +using osu.Game.Rulesets.Taiko.Beatmaps; +using osu.Game.Screens.Edit; +using osu.Game.Screens.Edit.Setup; +using osu.Game.Screens.Menu; +using osu.Game.Screens.Select; +using osu.Game.Tests.Visual; +using osuTK.Input; + +namespace osu.Game.Rulesets.Taiko.Tests.Editor +{ + public class TestSceneEditorSaving : OsuGameTestScene + { + private Screens.Edit.Editor editor => Game.ChildrenOfType().FirstOrDefault(); + + private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap)); + + /// + /// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select. + /// Emphasis is placed on , since taiko has special handling for it to keep compatibility with stable. + /// + [Test] + public void TestNewBeatmapSaveThenLoad() + { + AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); + AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo); + + PushAndConfirm(() => new EditorLoader()); + + AddUntilStep("wait for editor load", () => editor?.IsLoaded == true); + + AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); + + // We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten. + + AddStep("Enter compose mode", () => InputManager.Key(Key.F1)); + AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); + + AddStep("Set slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2); + AddStep("Set artist and title", () => + { + editorBeatmap.BeatmapInfo.Metadata.Artist = "artist"; + editorBeatmap.BeatmapInfo.Metadata.Title = "title"; + }); + AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.Version = "difficulty"); + + checkMutations(); + + AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); + + checkMutations(); + + AddStep("Exit", () => InputManager.Key(Key.Escape)); + + AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); + + PushAndConfirm(() => new PlaySongSelect()); + + AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault); + AddStep("Open options", () => InputManager.Key(Key.F3)); + AddStep("Enter editor", () => InputManager.Key(Key.Number5)); + + AddUntilStep("Wait for editor load", () => editor != null); + + checkMutations(); + } + + private void checkMutations() + { + AddAssert("Beatmap has correct slider multiplier", () => + { + // we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use. + // therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct. + var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty(); + taikoDifficulty.CopyFrom(editorBeatmap.Difficulty); + return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2); + }); + AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title"); + AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.Version == "difficulty"); + } + } +} diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index 94dfb67d93..dc0edd92ea 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -191,7 +191,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps protected override Beatmap CreateBeatmap() => new TaikoBeatmap(); - private class TaikoMultiplierAppliedDifficulty : BeatmapDifficulty + internal class TaikoMultiplierAppliedDifficulty : BeatmapDifficulty { public TaikoMultiplierAppliedDifficulty(IBeatmapDifficultyInfo difficulty) {