mirror of
https://github.com/ppy/osu.git
synced 2024-11-19 01:03:02 +08:00
178 lines
9.2 KiB
C#
178 lines
9.2 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 NUnit.Framework;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Extensions.ObjectExtensions;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Rulesets.Mania;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Screens.Edit;
|
|
using osu.Game.Screens.Edit.GameplayTest;
|
|
using osu.Game.Screens.Menu;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Tests.Resources;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Tests.Visual.Navigation
|
|
{
|
|
public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
|
|
{
|
|
[Test]
|
|
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
|
|
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
|
|
|
|
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
|
|
AddUntilStep("wait for song select",
|
|
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
|
|
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
|
|
&& songSelect.IsLoaded);
|
|
AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
AddStep("test gameplay", () => getEditor().TestGameplay());
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
// notifications may fire at almost any inopportune time and cause annoying test failures.
|
|
// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
|
|
// this is theoretically not foolproof, but it's the best that can be done here.
|
|
Game.CloseAllOverlays();
|
|
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
|
|
});
|
|
|
|
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
|
|
|
|
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
|
|
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
|
|
AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
|
|
}
|
|
|
|
/// <summary>
|
|
/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
|
|
/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
|
|
/// doesn't leave a dangling beatmap behind.
|
|
///
|
|
/// This may not fail 100% due to timing, but has a pretty high chance of hitting a failure so works well enough
|
|
/// as a test.
|
|
/// </summary>
|
|
[Test]
|
|
public void TestCancelNavigationToEditor()
|
|
{
|
|
BeatmapSetInfo[] beatmapSets = null!;
|
|
|
|
AddStep("Fetch initial beatmaps", () => beatmapSets = allBeatmapSets());
|
|
|
|
AddStep("Set current beatmap to default", () => Game.Beatmap.SetDefault());
|
|
|
|
AddStep("Push editor loader", () => Game.ScreenStack.Push(new EditorLoader()));
|
|
AddUntilStep("Wait for loader current", () => Game.ScreenStack.CurrentScreen is EditorLoader);
|
|
AddStep("Close editor while loading", () => Game.ScreenStack.CurrentScreen.Exit());
|
|
|
|
AddUntilStep("Wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
|
|
AddAssert("Check no new beatmaps were made", () => allBeatmapSets().SequenceEqual(beatmapSets));
|
|
|
|
BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitEditorWithoutSelection()
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
|
|
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
|
|
|
|
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
|
|
AddUntilStep("wait for song select",
|
|
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
|
|
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
|
|
&& songSelect.IsLoaded);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
|
|
AddStep("escape once", () => InputManager.Key(Key.Escape));
|
|
|
|
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitEditorWithSelection()
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
|
|
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
|
|
|
|
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
|
|
AddUntilStep("wait for song select",
|
|
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
|
|
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
|
|
&& songSelect.IsLoaded);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
|
|
AddStep("make selection", () =>
|
|
{
|
|
var beatmap = getEditorBeatmap();
|
|
beatmap.SelectedHitObjects.AddRange(beatmap.HitObjects.Take(5));
|
|
});
|
|
|
|
AddAssert("selection exists", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.GreaterThan(0));
|
|
|
|
AddStep("escape once", () => InputManager.Key(Key.Escape));
|
|
|
|
AddAssert("selection empty", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.Zero);
|
|
|
|
AddStep("escape again", () => InputManager.Key(Key.Escape));
|
|
|
|
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
|
|
}
|
|
|
|
[Test]
|
|
public void TestLastTimestampRememberedOnExit()
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
|
|
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
|
|
|
|
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
|
|
AddUntilStep("wait for song select",
|
|
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
|
|
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
|
|
&& songSelect.IsLoaded);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
|
|
AddStep("seek to arbitrary time", () => getEditor().ChildrenOfType<EditorClock>().First().Seek(1234));
|
|
AddUntilStep("time is correct", () => getEditor().ChildrenOfType<EditorClock>().First().CurrentTime, () => Is.EqualTo(1234));
|
|
|
|
AddStep("exit editor", () => InputManager.Key(Key.Escape));
|
|
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit());
|
|
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
AddUntilStep("time is correct", () => getEditor().ChildrenOfType<EditorClock>().First().CurrentTime, () => Is.EqualTo(1234));
|
|
}
|
|
|
|
private EditorBeatmap getEditorBeatmap() => getEditor().ChildrenOfType<EditorBeatmap>().Single();
|
|
|
|
private Editor getEditor() => (Editor)Game.ScreenStack.CurrentScreen;
|
|
}
|
|
}
|