osu/osu.Game/Tests/Visual/EditorSavingTestScene.cs

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// 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.
2022-06-17 07:37:17 +00:00
#nullable disable
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
public abstract partial class EditorSavingTestScene : OsuGameTestScene
{
protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
[CanBeNull]
protected Func<WorkingBeatmap> CreateInitialBeatmap { get; set; }
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
if (CreateInitialBeatmap == null)
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
else
{
AddStep("set test beatmap", () => Game.Beatmap.Value = CreateInitialBeatmap?.Invoke());
}
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
if (CreateInitialBeatmap == null)
AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// 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.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
}
protected void SaveEditor()
{
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
}
protected void ReloadEditorToSameBeatmap()
{
Guid beatmapSetGuid = Guid.Empty;
Guid beatmapGuid = Guid.Empty;
AddStep("Store beatmap GUIDs", () =>
{
beatmapSetGuid = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID;
beatmapGuid = EditorBeatmap.BeatmapInfo.ID;
});
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new PlaySongSelect());
AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
AddStep("Present same beatmap", () => Game.PresentBeatmap(Game.BeatmapManager.QueryBeatmapSet(set => set.ID == beatmapSetGuid)!.Value, beatmap => beatmap.ID == beatmapGuid));
AddUntilStep("Wait for beatmap selected", () => Game.Beatmap.Value.BeatmapInfo.ID == beatmapGuid);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => Editor != null);
}
}
}