Add test coverage of creating, saving and loading a new beatmap

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Dean Herbert 2021-10-06 12:41:17 +09:00
parent 9491e5a547
commit 6e797ddcac
1 changed files with 62 additions and 0 deletions

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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.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSaving : OsuGameTestScene
{
private Editor editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor != null);
AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));
AddStep("Save and exit", () =>
{
InputManager.Keys(PlatformAction.Save);
InputManager.Key(Key.Escape);
});
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
PushAndConfirm(() => new PlaySongSelect());
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
AddAssert("Beatmap contains single hitcircle", () => editorBeatmap.HitObjects.Count == 1);
}
}
}