// 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 JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.IO.Stores; using osu.Framework.Platform; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.IO.Archives; using osu.Game.Online.API; using osu.Game.Rulesets; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Compose.Components.Timeline; using osu.Game.Skinning; namespace osu.Game.Tests.Visual { public abstract class EditorTestScene : ScreenTestScene { protected EditorBeatmap EditorBeatmap; protected TestEditor Editor { get; private set; } protected EditorClock EditorClock { get; private set; } /// /// Whether any saves performed by the editor should be isolate (and not persist) to the underlying . /// protected virtual bool IsolateSavingFromDatabase => true; [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio, RulesetStore rulesets) { var working = CreateWorkingBeatmap(Ruleset.Value); Beatmap.Value = working; if (IsolateSavingFromDatabase) Dependencies.CacheAs(new TestBeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default, working)); } protected virtual bool EditorComponentsReady => Editor.ChildrenOfType().FirstOrDefault()?.IsLoaded == true && Editor.ChildrenOfType().FirstOrDefault()?.IsLoaded == true; public override void SetUpSteps() { base.SetUpSteps(); AddStep("load editor", LoadEditor); AddUntilStep("wait for editor to load", () => EditorComponentsReady); AddStep("get beatmap", () => EditorBeatmap = Editor.ChildrenOfType().Single()); AddStep("get clock", () => EditorClock = Editor.ChildrenOfType().Single()); } protected virtual void LoadEditor() { LoadScreen(Editor = CreateEditor()); } /// /// Creates the ruleset for providing a corresponding beatmap to load the editor on. /// [NotNull] protected abstract Ruleset CreateEditorRuleset(); protected sealed override Ruleset CreateRuleset() => CreateEditorRuleset(); protected virtual TestEditor CreateEditor() => new TestEditor(); protected class TestEditor : Editor { public new void Undo() => base.Undo(); public new void Redo() => base.Redo(); public new void Save() => base.Save(); public new void Cut() => base.Cut(); public new void Copy() => base.Copy(); public new void Paste() => base.Paste(); public new bool HasUnsavedChanges => base.HasUnsavedChanges; } private class TestBeatmapManager : BeatmapManager { private readonly WorkingBeatmap testBeatmap; public TestBeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore resources, GameHost host, WorkingBeatmap defaultBeatmap, WorkingBeatmap testBeatmap) : base(storage, contextFactory, rulesets, api, audioManager, resources, host, defaultBeatmap, false) { this.testBeatmap = testBeatmap; } protected override string ComputeHash(BeatmapSetInfo item, ArchiveReader reader = null) => string.Empty; public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo) => testBeatmap; public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null) { // don't actually care about saving for this context. } } } }