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389 lines
16 KiB
C#
389 lines
16 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Online.API;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.SkinEditor;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Skinning;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestSceneSkinEditorNavigation : OsuGameTestScene
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{
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private TestPlaySongSelect songSelect;
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private SkinEditor skinEditor => Game.ChildrenOfType<SkinEditor>().FirstOrDefault();
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[Test]
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public void TestEditComponentFromGameplayScene()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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BarHitErrorMeter hitErrorMeter = null;
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AddUntilStep("select bar hit error blueprint", () =>
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{
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
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if (blueprint == null)
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return false;
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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return true;
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});
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AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
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AddStep("hover first slider", () =>
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{
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InputManager.MoveMouseTo(
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skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
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.ChildrenOfType<SettingsSlider<float>>().First()
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.ChildrenOfType<SliderBar<float>>().First()
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);
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});
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AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
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AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
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}
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[Test]
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public void TestMutateProtectedSkinDuringGameplay()
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{
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advanceToSongSelect();
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AddStep("set default skin", () => Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.SetDefault());
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("enable NF", () => Game.SelectedMods.Value = new[] { new OsuModNoFail() });
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AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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openSkinEditor();
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AddUntilStep("current skin is mutable", () => !Game.Dependencies.Get<SkinManager>().CurrentSkin.Value.SkinInfo.Value.Protected);
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}
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[Test]
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public void TestComponentsDeselectedOnSkinEditorHide()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddUntilStep("wait for components", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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AddStep("select all components", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.A);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddUntilStep("components selected", () => skinEditor.SelectedComponents.Count > 0);
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toggleSkinEditor();
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AddUntilStep("no components selected", () => skinEditor.SelectedComponents.Count == 0);
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}
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[Test]
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public void TestSwitchScreenWhileDraggingComponent()
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{
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Vector2 firstBlueprintCentre = Vector2.Zero;
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ScheduledDelegate movementDelegate = null;
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advanceToSongSelect();
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openSkinEditor();
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AddStep("add skinnable component", () =>
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{
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skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
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});
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AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents.Count == 1);
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AddStep("start drag", () =>
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{
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firstBlueprintCentre = skinEditor.ChildrenOfType<SkinBlueprint>().First().ScreenSpaceDrawQuad.Centre;
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InputManager.MoveMouseTo(firstBlueprintCentre);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("start movement", () => movementDelegate = Scheduler.AddDelayed(() => { InputManager.MoveMouseTo(firstBlueprintCentre += new Vector2(1)); }, 10, true));
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toggleSkinEditor();
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AddStep("exit song select", () => songSelect.Exit());
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AddUntilStep("wait for blueprints removed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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AddStep("stop drag", () =>
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{
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InputManager.ReleaseButton(MouseButton.Left);
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movementDelegate?.Cancel();
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});
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}
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[Test]
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public void TestAutoplayCompatibleModsRetainedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select DT", () => Game.SelectedMods.Value = new Mod[] { new OsuModDoubleTime() });
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddAssert("DT still selected", () => ((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Single() is OsuModDoubleTime);
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}
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[Test]
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public void TestAutoplayIncompatibleModsRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select relax and spun out", () => Game.SelectedMods.Value = new Mod[] { new OsuModRelax(), new OsuModSpunOut() });
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestDuplicateAutoplayModRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select autoplay", () => Game.SelectedMods.Value = new Mod[] { new OsuModAutoplay() });
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestCinemaModRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select cinema", () => Game.SelectedMods.Value = new Mod[] { new OsuModCinema() });
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestModOverlayClosesOnOpeningSkinEditor()
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{
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advanceToSongSelect();
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AddStep("open mod overlay", () => songSelect.ModSelectOverlay.Show());
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openSkinEditor();
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AddUntilStep("mod overlay closed", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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}
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[Test]
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public void TestChangeToNonSkinnableScreen()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
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AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
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AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
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AddStep("add skinnable component", () =>
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{
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skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
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});
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AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents, () => Has.Count.EqualTo(1));
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AddStep("exit to main menu", () => Game.ScreenStack.CurrentScreen.Exit());
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AddAssert("selection cleared", () => skinEditor.SelectedComponents, () => Has.Count.Zero);
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AddAssert("blueprint container not present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.Zero);
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AddAssert("placeholder present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.EqualTo(1));
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AddAssert("editor sidebars empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.Zero);
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advanceToSongSelect();
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AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
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AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
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AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
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}
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[Test]
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public void TestOpenSkinEditorGameplaySceneOnBeatmapWithNoObjects()
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{
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AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
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advanceToSongSelect();
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AddStep("create empty beatmap", () => Game.BeatmapManager.CreateNew(new OsuRuleset().RulesetInfo, new GuestUser()));
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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openSkinEditor();
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switchToGameplayScene();
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}
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[Test]
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public void TestOpenSkinEditorGameplaySceneWhenDummyBeatmapActive()
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{
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AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
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openSkinEditor();
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}
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[TestCase(1)]
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[TestCase(2)]
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[TestCase(3)]
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public void TestOpenSkinEditorGameplaySceneWhenDifferentRulesetActive(int rulesetId)
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
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AddStep($"select difficulty for ruleset w/ ID {rulesetId}", () =>
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{
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var beatmap = beatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == rulesetId);
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Game.Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(beatmap);
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});
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openSkinEditor();
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switchToGameplayScene();
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}
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[Test]
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public void TestRulesetInputDisabledWhenSkinEditorOpen()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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switchToGameplayScene();
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AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
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toggleSkinEditor();
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AddUntilStep("nested input enabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().Any(manager => manager.UseParentInput));
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toggleSkinEditor();
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AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
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}
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[Test]
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public void TestSkinSavesOnChange()
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{
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advanceToSongSelect();
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openSkinEditor();
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Guid editedSkinId = Guid.Empty;
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AddStep("save skin id", () => editedSkinId = Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.Value.ID);
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AddStep("add skinnable component", () =>
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{
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skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
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});
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AddStep("change to triangles skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(SkinInfo.TRIANGLES_SKIN.ToString()));
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AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
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// sort of implicitly relies on song select not being skinnable.
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// TODO: revisit if the above ever changes
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AddUntilStep("skin changed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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AddStep("change back to modified skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(editedSkinId.ToString()));
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AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
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AddUntilStep("changes saved", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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}
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private void advanceToSongSelect()
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{
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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}
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private void openSkinEditor()
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{
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toggleSkinEditor();
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AddUntilStep("skin editor loaded", () => skinEditor != null);
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}
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private void toggleSkinEditor()
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{
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AddStep("toggle skin editor", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.S);
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InputManager.ReleaseKey(Key.ControlLeft);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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}
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private void switchToGameplayScene()
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{
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AddStep("Click gameplay scene button", () =>
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{
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InputManager.MoveMouseTo(skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text.ToString() == "Gameplay"));
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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}
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}
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}
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