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92 lines
4.2 KiB
C#
92 lines
4.2 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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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Visual;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Taiko.Tests.Editor
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{
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public class TestSceneEditorSaving : OsuGameTestScene
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{
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private Screens.Edit.Editor editor => Game.ChildrenOfType<Screens.Edit.Editor>().FirstOrDefault();
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private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
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/// <summary>
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/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
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/// Emphasis is placed on <see cref="BeatmapDifficulty.SliderMultiplier"/>, since taiko has special handling for it to keep compatibility with stable.
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/// </summary>
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[Test]
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public void TestNewBeatmapSaveThenLoad()
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{
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AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
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AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo);
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PushAndConfirm(() => new EditorLoader());
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AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);
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AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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// 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.
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
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AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
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AddStep("Set slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2);
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AddStep("Set artist and title", () =>
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{
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editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
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editorBeatmap.BeatmapInfo.Metadata.Title = "title";
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});
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AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
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checkMutations();
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AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
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checkMutations();
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AddStep("Exit", () => InputManager.Key(Key.Escape));
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AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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PushAndConfirm(() => new PlaySongSelect());
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AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
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AddStep("Open options", () => InputManager.Key(Key.F3));
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AddStep("Enter editor", () => InputManager.Key(Key.Number5));
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AddUntilStep("Wait for editor load", () => editor != null);
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checkMutations();
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}
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private void checkMutations()
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{
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AddAssert("Beatmap has correct slider multiplier", () =>
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{
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// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use.
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// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct.
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var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty();
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taikoDifficulty.CopyFrom(editorBeatmap.Difficulty);
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return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2);
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});
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AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title");
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AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
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}
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}
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}
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