// 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 osu.Framework.Allocation; using osu.Framework.Screens; using osu.Game.Configuration; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual { /// /// A base class which runs test for all available rulesets. /// Steps to be run for each ruleset should be added via . /// public abstract class AllPlayersTestScene : RateAdjustedBeatmapTestScene { protected Player Player; [BackgroundDependencyLoader] private void load(RulesetStore rulesets) { foreach (var r in rulesets.AvailableRulesets) { Player p = null; AddStep(r.Name, () => p = loadPlayerFor(r)); AddUntilStep("player loaded", () => { if (p?.IsLoaded == true) { p = null; return true; } return false; }); AddCheckSteps(); } OsuConfigManager manager; Dependencies.Cache(manager = new OsuConfigManager(LocalStorage)); manager.GetBindable(OsuSetting.DimLevel).Value = 1.0; } protected abstract void AddCheckSteps(); private Player loadPlayerFor(RulesetInfo rulesetInfo) { Ruleset.Value = rulesetInfo; var ruleset = rulesetInfo.CreateInstance(); var working = CreateWorkingBeatmap(rulesetInfo); Beatmap.Value = working; Mods.Value = new[] { ruleset.GetAllMods().First(m => m is ModNoFail) }; Player?.Exit(); Player = null; Player = CreatePlayer(ruleset); LoadScreen(Player); return Player; } protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false); } }