// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using JetBrains.Annotations; using osu.Framework.Input; using osu.Framework.Testing; using osu.Game.Beatmaps; 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 { /// <summary> /// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select. /// </summary> public abstract partial class EditorSavingTestScene : OsuGameTestScene { protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault(); protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap)); [CanBeNull] protected Func<WorkingBeatmap> CreateInitialBeatmap { get; set; } [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); if (CreateInitialBeatmap == null) AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); else { AddStep("set test beatmap", () => Game.Beatmap.Value = CreateInitialBeatmap?.Invoke()); } PushAndConfirm(() => new EditorLoader()); AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true); if (CreateInitialBeatmap == null) AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().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<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true); } protected void SaveEditor() { AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); } protected void ReloadEditorToSameBeatmap() { Guid beatmapSetGuid = Guid.Empty; Guid beatmapGuid = Guid.Empty; AddStep("Store beatmap GUIDs", () => { beatmapSetGuid = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID; beatmapGuid = EditorBeatmap.BeatmapInfo.ID; }); AddStep("Exit", () => InputManager.Key(Key.Escape)); AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); SongSelect songSelect = null; PushAndConfirm(() => songSelect = new PlaySongSelect()); AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded); AddStep("Present same beatmap", () => Game.PresentBeatmap(Game.BeatmapManager.QueryBeatmapSet(set => set.ID == beatmapSetGuid)!.Value, beatmap => beatmap.ID == beatmapGuid)); AddUntilStep("Wait for beatmap selected", () => Game.Beatmap.Value.BeatmapInfo.ID == beatmapGuid); AddStep("Open options", () => InputManager.Key(Key.F3)); AddStep("Enter editor", () => InputManager.Key(Key.Number5)); AddUntilStep("Wait for editor load", () => Editor != null); } } }