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osu-lazer/osu.Game/Tests/Visual/EditorTestScene.cs
2021-09-12 13:55:48 +02:00

139 lines
4.9 KiB
C#

// 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.
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.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.IO.Archives;
using osu.Game.Online.API;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Screens.Menu;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual
{
public abstract class EditorTestScene : ScreenTestScene
{
private TestEditorLoader editorLoader;
protected TestEditor Editor => editorLoader.Editor;
protected EditorBeatmap EditorBeatmap => Editor.ChildrenOfType<EditorBeatmap>().Single();
protected EditorClock EditorClock => Editor.ChildrenOfType<EditorClock>().Single();
/// <summary>
/// Whether any saves performed by the editor should be isolate (and not persist) to the underlying <see cref="BeatmapManager"/>.
/// </summary>
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
};
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio, RulesetStore rulesets)
{
Add(logo);
var working = CreateWorkingBeatmap(Ruleset.Value);
Beatmap.Value = working;
if (IsolateSavingFromDatabase)
Dependencies.CacheAs<BeatmapManager>(new TestBeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default, working));
}
protected virtual bool EditorComponentsReady => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
&& Editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("load editor", LoadEditor);
AddUntilStep("wait for editor to load", () => EditorComponentsReady);
}
protected virtual void LoadEditor()
{
LoadScreen(editorLoader = new TestEditorLoader());
}
/// <summary>
/// Creates the ruleset for providing a corresponding beatmap to load the editor on.
/// </summary>
[NotNull]
protected abstract Ruleset CreateEditorRuleset();
protected sealed override Ruleset CreateRuleset() => CreateEditorRuleset();
protected 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 class TestEditor : Editor
{
public new void Undo() => base.Undo();
public new void Redo() => base.Redo();
public new void Save() => base.Save();
public new void Cut() => base.Cut();
public new void Copy() => base.Copy();
public new void Paste() => base.Paste();
public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
public new bool HasUnsavedChanges => base.HasUnsavedChanges;
public TestEditor(EditorLoader loader = null)
: base(loader)
{
}
}
private class TestBeatmapManager : BeatmapManager
{
private readonly WorkingBeatmap testBeatmap;
public TestBeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> resources, GameHost host, WorkingBeatmap defaultBeatmap, WorkingBeatmap testBeatmap)
: base(storage, contextFactory, rulesets, api, audioManager, resources, host, defaultBeatmap)
{
this.testBeatmap = testBeatmap;
}
protected override string ComputeHash(BeatmapSetInfo item, ArchiveReader reader = null)
=> string.Empty;
public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo)
=> testBeatmap;
public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
{
// don't actually care about saving for this context.
}
}
}
}