diff --git a/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneEditor.cs b/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneEditor.cs index 762238be47..ef4e09c26b 100644 --- a/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneEditor.cs +++ b/osu.Game.Rulesets.Mania.Tests/Editor/TestSceneEditor.cs @@ -1,13 +1,18 @@ // Copyright (c) ppy Pty Ltd . 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.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; +using osu.Framework.Testing; +using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Configuration; using osu.Game.Rulesets.Mania.UI; +using osu.Game.Screens.Edit.Timing; using osu.Game.Tests.Visual; +using osuTK.Input; namespace osu.Game.Rulesets.Mania.Tests.Editor { @@ -30,5 +35,43 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor var config = (ManiaRulesetConfigManager)RulesetConfigs.GetConfigFor(Ruleset.Value.CreateInstance()).AsNonNull(); config.BindWith(ManiaRulesetSetting.ScrollDirection, direction); } + + [Test] + public void TestReloadOnBPMChange() + { + HitObjectComposer oldComposer = null!; + + AddStep("store composer", () => oldComposer = this.ChildrenOfType().Single()); + AddUntilStep("composer stored", () => oldComposer, () => Is.Not.Null); + AddStep("switch to timing tab", () => InputManager.Key(Key.F3)); + AddUntilStep("wait for loaded", () => this.ChildrenOfType().ElementAtOrDefault(1), () => Is.Not.Null); + AddStep("change timing point BPM", () => + { + var bpmControl = this.ChildrenOfType().ElementAt(1); + InputManager.MoveMouseTo(bpmControl); + InputManager.Click(MouseButton.Left); + }); + + AddStep("switch back to composer", () => InputManager.Key(Key.F1)); + AddUntilStep("composer reloaded", () => + { + var composer = this.ChildrenOfType().SingleOrDefault(); + return composer != null && composer != oldComposer; + }); + + AddStep("store composer", () => oldComposer = this.ChildrenOfType().Single()); + AddUntilStep("composer stored", () => oldComposer, () => Is.Not.Null); + AddStep("undo", () => + { + InputManager.PressKey(Key.ControlLeft); + InputManager.Key(Key.Z); + InputManager.ReleaseKey(Key.ControlLeft); + }); + AddUntilStep("composer reloaded", () => + { + var composer = this.ChildrenOfType().SingleOrDefault(); + return composer != null && composer != oldComposer; + }); + } } } diff --git a/osu.Game/Screens/Edit/Editor.cs b/osu.Game/Screens/Edit/Editor.cs index 2278af040f..a8a28ef0b8 100644 --- a/osu.Game/Screens/Edit/Editor.cs +++ b/osu.Game/Screens/Edit/Editor.cs @@ -1023,11 +1023,15 @@ namespace osu.Game.Screens.Edit /// /// Forces a reload of the compose screen after significant configuration changes. /// - /// - /// This can be necessary for scrolling rulesets, as they do not easily support control points changing under them. - /// The reason that this works is that will re-instantiate the screen whenever it is requested next. - /// - public void ReloadComposeScreen() => screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately(); + public void ReloadComposeScreen() + { + screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately(); + + // If not currently on compose screen, the reload will happen on next mode change. + // That said, control points *can* change on compose screen (e.g. via undo), so we have to handle that case too. + if (Mode.Value == EditorScreenMode.Compose) + Mode.TriggerChange(); + } [CanBeNull] private ScheduledDelegate playbackDisabledDebounce;