// 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.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Menu; using osu.Game.Screens.Select; using osuTK.Input; namespace osu.Game.Tests.Visual.Editing { public class TestSceneEditorSaving : OsuGameTestScene { private 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. /// [Test] public void TestNewBeatmapSaveThenLoad() { AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); 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 overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7); AddStep("Set artist and title", () => { editorBeatmap.BeatmapInfo.Metadata.Artist = "artist"; editorBeatmap.BeatmapInfo.Metadata.Title = "title"; }); AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty"); AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint())); AddStep("Change to placement mode", () => InputManager.Key(Key.Number2)); AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre)); AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left)); checkMutations(); // After placement these must be non-default as defaults are read-only. AddAssert("Placed object has non-default control points", () => editorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT && editorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT); AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); checkMutations(); AddStep("Exit", () => InputManager.Key(Key.Escape)); AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); Screens.Select.SongSelect songSelect = null; PushAndConfirm(() => songSelect = new PlaySongSelect()); AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded); 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 contains single hitcircle", () => editorBeatmap.HitObjects.Count == 1); AddAssert("Beatmap has correct overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty == 7); AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title"); AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName == "difficulty"); } } }