// 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.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Menu; using osu.Game.Screens.Select; using osu.Game.Tests.Visual; using osuTK.Input; namespace osu.Game.Rulesets.Taiko.Tests.Editor { public class TestSceneEditorSaving : OsuGameTestScene { private Screens.Edit.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. /// Emphasis is placed on , since taiko has special handling for it to keep compatibility with stable. /// [Test] public void TestNewBeatmapSaveThenLoad() { AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo); 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 slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2); AddStep("Set artist and title", () => { editorBeatmap.BeatmapInfo.Metadata.Artist = "artist"; editorBeatmap.BeatmapInfo.Metadata.Title = "title"; }); AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.Version = "difficulty"); checkMutations(); AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); checkMutations(); AddStep("Exit", () => InputManager.Key(Key.Escape)); AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); PushAndConfirm(() => new PlaySongSelect()); 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 has correct slider multiplier", () => { // we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use. // therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct. var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty(); taikoDifficulty.CopyFrom(editorBeatmap.Difficulty); return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2); }); AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title"); AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.Version == "difficulty"); } } }