mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 09:17:48 +08:00
389 lines
16 KiB
C#
389 lines
16 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.UserInterface;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Overlays.Settings;
|
|
using osu.Game.Overlays.SkinEditor;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
using osu.Game.Screens.Edit.Components;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Play.HUD.HitErrorMeters;
|
|
using osu.Game.Skinning;
|
|
using osu.Game.Tests.Beatmaps.IO;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
|
|
|
|
namespace osu.Game.Tests.Visual.Navigation
|
|
{
|
|
public partial class TestSceneSkinEditorNavigation : OsuGameTestScene
|
|
{
|
|
private TestPlaySongSelect songSelect;
|
|
private SkinEditor skinEditor => Game.ChildrenOfType<SkinEditor>().FirstOrDefault();
|
|
|
|
[Test]
|
|
public void TestEditComponentFromGameplayScene()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
BarHitErrorMeter hitErrorMeter = null;
|
|
|
|
AddUntilStep("select bar hit error blueprint", () =>
|
|
{
|
|
var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
|
|
|
|
if (blueprint == null)
|
|
return false;
|
|
|
|
hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
|
|
skinEditor.SelectedComponents.Clear();
|
|
skinEditor.SelectedComponents.Add(blueprint.Item);
|
|
return true;
|
|
});
|
|
|
|
AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
|
|
|
|
AddStep("hover first slider", () =>
|
|
{
|
|
InputManager.MoveMouseTo(
|
|
skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
|
|
.ChildrenOfType<SettingsSlider<float>>().First()
|
|
.ChildrenOfType<SliderBar<float>>().First()
|
|
);
|
|
});
|
|
|
|
AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
|
|
|
|
AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
|
|
}
|
|
|
|
[Test]
|
|
public void TestMutateProtectedSkinDuringGameplay()
|
|
{
|
|
advanceToSongSelect();
|
|
AddStep("set default skin", () => Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.SetDefault());
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
AddStep("enable NF", () => Game.SelectedMods.Value = new[] { new OsuModNoFail() });
|
|
AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
DismissAnyNotifications();
|
|
return Game.ScreenStack.CurrentScreen is Player;
|
|
});
|
|
|
|
openSkinEditor();
|
|
AddUntilStep("current skin is mutable", () => !Game.Dependencies.Get<SkinManager>().CurrentSkin.Value.SkinInfo.Value.Protected);
|
|
}
|
|
|
|
[Test]
|
|
public void TestComponentsDeselectedOnSkinEditorHide()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
AddUntilStep("wait for components", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
|
|
|
|
AddStep("select all components", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.Key(Key.A);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
});
|
|
|
|
AddUntilStep("components selected", () => skinEditor.SelectedComponents.Count > 0);
|
|
|
|
toggleSkinEditor();
|
|
|
|
AddUntilStep("no components selected", () => skinEditor.SelectedComponents.Count == 0);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSwitchScreenWhileDraggingComponent()
|
|
{
|
|
Vector2 firstBlueprintCentre = Vector2.Zero;
|
|
ScheduledDelegate movementDelegate = null;
|
|
|
|
advanceToSongSelect();
|
|
|
|
openSkinEditor();
|
|
|
|
AddStep("add skinnable component", () =>
|
|
{
|
|
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
|
|
});
|
|
|
|
AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents.Count == 1);
|
|
|
|
AddStep("start drag", () =>
|
|
{
|
|
firstBlueprintCentre = skinEditor.ChildrenOfType<SkinBlueprint>().First().ScreenSpaceDrawQuad.Centre;
|
|
|
|
InputManager.MoveMouseTo(firstBlueprintCentre);
|
|
InputManager.PressButton(MouseButton.Left);
|
|
});
|
|
|
|
AddStep("start movement", () => movementDelegate = Scheduler.AddDelayed(() => { InputManager.MoveMouseTo(firstBlueprintCentre += new Vector2(1)); }, 10, true));
|
|
|
|
toggleSkinEditor();
|
|
AddStep("exit song select", () => songSelect.Exit());
|
|
|
|
AddUntilStep("wait for blueprints removed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
|
|
|
|
AddStep("stop drag", () =>
|
|
{
|
|
InputManager.ReleaseButton(MouseButton.Left);
|
|
movementDelegate?.Cancel();
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestAutoplayCompatibleModsRetainedOnEnteringGameplay()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
AddStep("select DT", () => Game.SelectedMods.Value = new Mod[] { new OsuModDoubleTime() });
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
AddAssert("DT still selected", () => ((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Single() is OsuModDoubleTime);
|
|
}
|
|
|
|
[Test]
|
|
public void TestAutoplayIncompatibleModsRemovedOnEnteringGameplay()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
AddStep("select relax and spun out", () => Game.SelectedMods.Value = new Mod[] { new OsuModRelax(), new OsuModSpunOut() });
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
|
|
}
|
|
|
|
[Test]
|
|
public void TestDuplicateAutoplayModRemovedOnEnteringGameplay()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
AddStep("select autoplay", () => Game.SelectedMods.Value = new Mod[] { new OsuModAutoplay() });
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
|
|
}
|
|
|
|
[Test]
|
|
public void TestCinemaModRemovedOnEnteringGameplay()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
AddStep("select cinema", () => Game.SelectedMods.Value = new Mod[] { new OsuModCinema() });
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
|
|
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
|
|
}
|
|
|
|
[Test]
|
|
public void TestModOverlayClosesOnOpeningSkinEditor()
|
|
{
|
|
advanceToSongSelect();
|
|
AddStep("open mod overlay", () => songSelect.ModSelectOverlay.Show());
|
|
|
|
openSkinEditor();
|
|
AddUntilStep("mod overlay closed", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
|
|
}
|
|
|
|
[Test]
|
|
public void TestChangeToNonSkinnableScreen()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
|
|
AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
|
|
AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
|
|
|
|
AddStep("add skinnable component", () =>
|
|
{
|
|
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
|
|
});
|
|
AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents, () => Has.Count.EqualTo(1));
|
|
|
|
AddStep("exit to main menu", () => Game.ScreenStack.CurrentScreen.Exit());
|
|
AddAssert("selection cleared", () => skinEditor.SelectedComponents, () => Has.Count.Zero);
|
|
AddAssert("blueprint container not present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.Zero);
|
|
AddAssert("placeholder present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.EqualTo(1));
|
|
AddAssert("editor sidebars empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.Zero);
|
|
|
|
advanceToSongSelect();
|
|
AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
|
|
AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
|
|
AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
|
|
}
|
|
|
|
[Test]
|
|
public void TestOpenSkinEditorGameplaySceneOnBeatmapWithNoObjects()
|
|
{
|
|
AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
|
|
advanceToSongSelect();
|
|
|
|
AddStep("create empty beatmap", () => Game.BeatmapManager.CreateNew(new OsuRuleset().RulesetInfo, new GuestUser()));
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
openSkinEditor();
|
|
switchToGameplayScene();
|
|
}
|
|
|
|
[Test]
|
|
public void TestOpenSkinEditorGameplaySceneWhenDummyBeatmapActive()
|
|
{
|
|
AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
|
|
|
|
openSkinEditor();
|
|
}
|
|
|
|
[TestCase(1)]
|
|
[TestCase(2)]
|
|
[TestCase(3)]
|
|
public void TestOpenSkinEditorGameplaySceneWhenDifferentRulesetActive(int rulesetId)
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
|
|
AddStep($"select difficulty for ruleset w/ ID {rulesetId}", () =>
|
|
{
|
|
var beatmap = beatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == rulesetId);
|
|
Game.Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(beatmap);
|
|
});
|
|
|
|
openSkinEditor();
|
|
switchToGameplayScene();
|
|
}
|
|
|
|
[Test]
|
|
public void TestRulesetInputDisabledWhenSkinEditorOpen()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
|
|
|
|
switchToGameplayScene();
|
|
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
|
|
|
|
toggleSkinEditor();
|
|
AddUntilStep("nested input enabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().Any(manager => manager.UseParentInput));
|
|
|
|
toggleSkinEditor();
|
|
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
|
|
}
|
|
|
|
[Test]
|
|
public void TestSkinSavesOnChange()
|
|
{
|
|
advanceToSongSelect();
|
|
openSkinEditor();
|
|
|
|
Guid editedSkinId = Guid.Empty;
|
|
AddStep("save skin id", () => editedSkinId = Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.Value.ID);
|
|
AddStep("add skinnable component", () =>
|
|
{
|
|
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
|
|
});
|
|
|
|
AddStep("change to triangles skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(SkinInfo.TRIANGLES_SKIN.ToString()));
|
|
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
|
|
// sort of implicitly relies on song select not being skinnable.
|
|
// TODO: revisit if the above ever changes
|
|
AddUntilStep("skin changed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
|
|
|
|
AddStep("change back to modified skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(editedSkinId.ToString()));
|
|
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
|
|
AddUntilStep("changes saved", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
|
|
}
|
|
|
|
private void advanceToSongSelect()
|
|
{
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
|
|
}
|
|
|
|
private void openSkinEditor()
|
|
{
|
|
toggleSkinEditor();
|
|
AddUntilStep("skin editor loaded", () => skinEditor != null);
|
|
}
|
|
|
|
private void toggleSkinEditor()
|
|
{
|
|
AddStep("toggle skin editor", () =>
|
|
{
|
|
InputManager.PressKey(Key.ControlLeft);
|
|
InputManager.PressKey(Key.ShiftLeft);
|
|
InputManager.Key(Key.S);
|
|
InputManager.ReleaseKey(Key.ControlLeft);
|
|
InputManager.ReleaseKey(Key.ShiftLeft);
|
|
});
|
|
}
|
|
|
|
private void switchToGameplayScene()
|
|
{
|
|
AddStep("Click gameplay scene button", () =>
|
|
{
|
|
InputManager.MoveMouseTo(skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text.ToString() == "Gameplay"));
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
DismissAnyNotifications();
|
|
return Game.ScreenStack.CurrentScreen is Player;
|
|
});
|
|
}
|
|
}
|
|
}
|