// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable 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.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Overlays.Dialog; using osu.Game.Rulesets; using osu.Game.Screens.Edit; using osu.Game.Screens.Menu; using osu.Game.Skinning; namespace osu.Game.Tests.Visual { public abstract partial class EditorTestScene : ScreenTestScene { private TestEditorLoader editorLoader; protected TestEditor Editor => editorLoader.Editor; protected EditorBeatmap EditorBeatmap => Editor.ChildrenOfType().Single(); protected EditorClock EditorClock => Editor.ChildrenOfType().Single(); /// /// Whether any saves performed by the editor should be isolate (and not persist) to the underlying . /// protected virtual bool IsolateSavingFromDatabase => true; // required for screen transitions to work properly // (see comment in EditorLoader.LogoArriving). [Cached] private OsuLogo logo = new OsuLogo { Alpha = 0 }; private TestBeatmapManager testBeatmapManager; [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio, RulesetStore rulesets) { Add(logo); if (IsolateSavingFromDatabase) Dependencies.CacheAs(testBeatmapManager = new TestBeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default)); } public override void SetUpSteps() { base.SetUpSteps(); AddStep("load editor", LoadEditor); AddUntilStep("wait for editor to load", () => Editor?.ReadyForUse == true); AddUntilStep("wait for beatmap updated", () => !Beatmap.IsDefault); } protected virtual void LoadEditor() { Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value); if (testBeatmapManager != null) testBeatmapManager.TestBeatmap = Beatmap.Value; LoadScreen(editorLoader = new TestEditorLoader()); } /// /// 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 partial class TestEditorLoader : EditorLoader { public TestEditor Editor { get; private set; } protected sealed override Editor CreateEditor() => Editor = CreateTestEditor(this); protected virtual TestEditor CreateTestEditor(EditorLoader loader) => new TestEditor(loader); } protected partial class TestEditor : Editor { [Resolved(canBeNull: true)] [CanBeNull] private IDialogOverlay dialogOverlay { get; set; } public new void Undo() => base.Undo(); public new void Redo() => base.Redo(); public new bool Save() => base.Save(); public new void Cut() => base.Cut(); public new void Copy() => base.Copy(); public new void Paste() => base.Paste(); public new void Clone() => base.Clone(); public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo); public new void CreateNewDifficulty(RulesetInfo rulesetInfo) => base.CreateNewDifficulty(rulesetInfo); public new bool HasUnsavedChanges => base.HasUnsavedChanges; public override bool OnExiting(ScreenExitEvent e) { // For testing purposes allow the screen to exit without saving on second attempt. if (!ExitConfirmed && dialogOverlay?.CurrentDialog is PromptForSaveDialog saveDialog) { saveDialog.PerformAction(); return true; } return base.OnExiting(e); } public TestEditor(EditorLoader loader = null) : base(loader) { } } private class TestBeatmapManager : BeatmapManager { public WorkingBeatmap TestBeatmap; public TestBeatmapManager(Storage storage, RealmAccess realm, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore resources, GameHost host, WorkingBeatmap defaultBeatmap) : base(storage, realm, api, audioManager, resources, host, defaultBeatmap) { } protected override WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore resources, IResourceStore storage, WorkingBeatmap defaultBeatmap, GameHost host) { return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host); } public override WorkingBeatmap CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo) { // don't actually care about properly creating a difficulty for this context. return TestBeatmap; } public override WorkingBeatmap CopyExistingDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap) { // don't actually care about properly creating a difficulty for this context. return TestBeatmap; } private class TestWorkingBeatmapCache : WorkingBeatmapCache { private readonly TestBeatmapManager testBeatmapManager; public TestWorkingBeatmapCache(TestBeatmapManager testBeatmapManager, AudioManager audioManager, IResourceStore resourceStore, IResourceStore storage, WorkingBeatmap defaultBeatmap, GameHost gameHost) : base(testBeatmapManager.BeatmapTrackStore, audioManager, resourceStore, storage, defaultBeatmap, gameHost) { this.testBeatmapManager = testBeatmapManager; } public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo) => testBeatmapManager.TestBeatmap; } public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null) { // don't actually care about saving for this context. } } } }