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Add test coverage of default skin edit and export
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osu.Game.Tests/Visual/Navigation/TestSceneEditDefaultSkin.cs
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40
osu.Game.Tests/Visual/Navigation/TestSceneEditDefaultSkin.cs
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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.IO;
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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.Overlays.Settings.Sections;
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using osu.Game.Skinning;
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using osu.Game.Skinning.Editor;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneEditDefaultSkin : OsuGameTestScene
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{
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private SkinManager skinManager => Game.Dependencies.Get<SkinManager>();
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private SkinEditorOverlay skinEditor => Game.Dependencies.Get<SkinEditorOverlay>();
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[Test]
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public void TestEditDefaultSkin()
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{
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AddAssert("is default skin", () => skinManager.CurrentSkinInfo.Value.ID == SkinInfo.DEFAULT_SKIN);
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AddStep("open settings", () => { Game.Settings.Show(); });
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// Until step requires as settings has a delayed load.
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AddUntilStep("export button disabled", () => Game.Settings.ChildrenOfType<SkinSection.ExportSkinButton>().SingleOrDefault()?.Enabled.Value == false);
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// Will create a mutable skin.
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AddStep("open skin editor", () => skinEditor.Show());
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// Until step required as the skin editor may take time to load (and an extra scheduled frame for the mutable part).
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AddUntilStep("is modified default skin", () => skinManager.CurrentSkinInfo.Value.ID != SkinInfo.DEFAULT_SKIN);
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AddAssert("is not protected", () => skinManager.CurrentSkinInfo.Value.PerformRead(s => !s.Protected));
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AddUntilStep("export button enabled", () => Game.Settings.ChildrenOfType<SkinSection.ExportSkinButton>().SingleOrDefault()?.Enabled.Value == true);
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}
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}
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}
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@ -157,7 +157,7 @@ namespace osu.Game.Overlays.Settings.Sections
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}
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}
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private class ExportSkinButton : SettingsButton
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public class ExportSkinButton : SettingsButton
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{
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[Resolved]
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private SkinManager skins { get; set; }
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