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osu-lazer/osu.Game.Tests/Visual/TestCaseBeatmapInfoWedge.cs
2018-05-07 10:29:38 +09:00

168 lines
5.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using OpenTK;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Select;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCaseBeatmapInfoWedge : OsuTestCase
{
private RulesetStore rulesets;
private TestBeatmapInfoWedge infoWedge;
private readonly List<IBeatmap> beatmaps = new List<IBeatmap>();
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
[BackgroundDependencyLoader]
private void load(OsuGameBase game, RulesetStore rulesets)
{
this.rulesets = rulesets;
beatmap.BindTo(game.Beatmap);
}
protected override void LoadComplete()
{
base.LoadComplete();
Add(infoWedge = new TestBeatmapInfoWedge
{
Size = new Vector2(0.5f, 245),
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20 }
});
AddStep("show", () =>
{
infoWedge.State = Visibility.Visible;
infoWedge.UpdateBeatmap(beatmap);
});
// select part is redundant, but wait for load isn't
selectBeatmap(beatmap.Value.Beatmap);
AddWaitStep(3);
AddStep("hide", () => { infoWedge.State = Visibility.Hidden; });
AddWaitStep(3);
AddStep("show", () => { infoWedge.State = Visibility.Visible; });
foreach (var rulesetInfo in rulesets.AvailableRulesets)
{
var ruleset = rulesetInfo.CreateInstance();
var testBeatmap = createTestBeatmap(rulesetInfo);
beatmaps.Add(testBeatmap);
selectBeatmap(testBeatmap);
// TODO: adjust cases once more info is shown for other gamemodes
switch (ruleset)
{
case OsuRuleset osu:
testOsuBeatmap(osu);
testInfoLabels(5);
break;
default:
testInfoLabels(2);
break;
}
}
testNullBeatmap();
}
private void testOsuBeatmap(OsuRuleset ruleset)
{
AddAssert("check version", () => infoWedge.Info.VersionLabel.Text == $"{ruleset.ShortName}Version");
AddAssert("check title", () => infoWedge.Info.TitleLabel.Text == $"{ruleset.ShortName}Source — {ruleset.ShortName}Title");
AddAssert("check artist", () => infoWedge.Info.ArtistLabel.Text == $"{ruleset.ShortName}Artist");
AddAssert("check author", () => infoWedge.Info.MapperContainer.Children.OfType<OsuSpriteText>().Any(s => s.Text == $"{ruleset.ShortName}Author"));
}
private void testInfoLabels(int expectedCount)
{
AddAssert("check infolabels exists", () => infoWedge.Info.InfoLabelContainer.Children.Any());
AddAssert("check infolabels count", () => infoWedge.Info.InfoLabelContainer.Children.Count == expectedCount);
}
private void testNullBeatmap()
{
selectNullBeatmap();
AddAssert("check empty version", () => string.IsNullOrEmpty(infoWedge.Info.VersionLabel.Text));
AddAssert("check default title", () => infoWedge.Info.TitleLabel.Text == beatmap.Default.BeatmapInfo.Metadata.Title);
AddAssert("check default artist", () => infoWedge.Info.ArtistLabel.Text == beatmap.Default.BeatmapInfo.Metadata.Artist);
AddAssert("check empty author", () => !infoWedge.Info.MapperContainer.Children.Any());
AddAssert("check no infolabels", () => !infoWedge.Info.InfoLabelContainer.Children.Any());
}
private void selectBeatmap(IBeatmap b)
{
BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null;
AddStep($"select {b.Metadata.Title} beatmap", () =>
{
infoBefore = infoWedge.Info;
infoWedge.UpdateBeatmap(beatmap.Value = new TestWorkingBeatmap(b));
});
AddUntilStep(() => infoWedge.Info != infoBefore, "wait for async load");
}
private void selectNullBeatmap()
{
AddStep("select null beatmap", () =>
{
beatmap.Value = beatmap.Default;
infoWedge.UpdateBeatmap(beatmap);
});
}
private IBeatmap createTestBeatmap(RulesetInfo ruleset)
{
List<HitObject> objects = new List<HitObject>();
for (double i = 0; i < 50000; i += 1000)
objects.Add(new HitObject { StartTime = i });
return new Beatmap
{
BeatmapInfo = new BeatmapInfo
{
Metadata = new BeatmapMetadata
{
AuthorString = $"{ruleset.ShortName}Author",
Artist = $"{ruleset.ShortName}Artist",
Source = $"{ruleset.ShortName}Source",
Title = $"{ruleset.ShortName}Title"
},
Ruleset = ruleset,
StarDifficulty = 6,
Version = $"{ruleset.ShortName}Version"
},
HitObjects = objects
};
}
private class TestBeatmapInfoWedge : BeatmapInfoWedge
{
public new BufferedWedgeInfo Info => base.Info;
}
}
}