// 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.Input; using osu.Framework.Testing; 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 { /// /// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select. /// public abstract class EditorSavingTestScene : OsuGameTestScene { protected Editor Editor => Game.ChildrenOfType().FirstOrDefault(); protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap)); [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); 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); } protected void SaveEditor() { AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); } protected void ReloadEditorToSameBeatmap() { 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); 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); } } }