mirror of
https://github.com/ppy/osu
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234 lines
8.2 KiB
C#
234 lines
8.2 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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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestSceneSkinEditorNavigation : OsuGameTestScene
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{
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private TestPlaySongSelect songSelect;
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private SkinEditor skinEditor => Game.ChildrenOfType<SkinEditor>().FirstOrDefault();
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[Test]
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public void TestEditComponentDuringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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switchToGameplayScene();
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BarHitErrorMeter hitErrorMeter = null;
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AddUntilStep("select bar hit error blueprint", () =>
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{
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
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if (blueprint == null)
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return false;
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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return true;
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});
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AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
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AddStep("hover first slider", () =>
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{
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InputManager.MoveMouseTo(
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skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
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.ChildrenOfType<SettingsSlider<float>>().First()
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.ChildrenOfType<SliderBar<float>>().First()
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);
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});
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AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
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AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
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}
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[Test]
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public void TestComponentsDeselectedOnSkinEditorHide()
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{
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advanceToSongSelect();
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openSkinEditor();
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switchToGameplayScene();
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AddUntilStep("wait for components", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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AddStep("select all components", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.A);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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AddUntilStep("components selected", () => skinEditor.SelectedComponents.Count > 0);
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toggleSkinEditor();
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AddUntilStep("no components selected", () => skinEditor.SelectedComponents.Count == 0);
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}
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[Test]
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public void TestSwitchScreenWhileDraggingComponent()
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{
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Vector2 firstBlueprintCentre = Vector2.Zero;
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ScheduledDelegate movementDelegate = null;
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advanceToSongSelect();
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openSkinEditor();
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AddStep("add skinnable component", () =>
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{
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skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
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});
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AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents.Count == 1);
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AddStep("start drag", () =>
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{
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firstBlueprintCentre = skinEditor.ChildrenOfType<SkinBlueprint>().First().ScreenSpaceDrawQuad.Centre;
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InputManager.MoveMouseTo(firstBlueprintCentre);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("start movement", () => movementDelegate = Scheduler.AddDelayed(() => { InputManager.MoveMouseTo(firstBlueprintCentre += new Vector2(1)); }, 10, true));
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toggleSkinEditor();
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AddStep("exit song select", () => songSelect.Exit());
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AddUntilStep("wait for blueprints removed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
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AddStep("stop drag", () =>
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{
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InputManager.ReleaseButton(MouseButton.Left);
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movementDelegate?.Cancel();
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});
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}
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[Test]
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public void TestAutoplayCompatibleModsRetainedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select DT", () => Game.SelectedMods.Value = new Mod[] { new OsuModDoubleTime() });
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switchToGameplayScene();
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AddAssert("DT still selected", () => ((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Single() is OsuModDoubleTime);
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}
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[Test]
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public void TestAutoplayIncompatibleModsRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select no fail and spun out", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModSpunOut() });
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestDuplicateAutoplayModRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select autoplay", () => Game.SelectedMods.Value = new Mod[] { new OsuModAutoplay() });
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestCinemaModRemovedOnEnteringGameplay()
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{
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advanceToSongSelect();
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openSkinEditor();
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AddStep("select cinema", () => Game.SelectedMods.Value = new Mod[] { new OsuModCinema() });
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switchToGameplayScene();
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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[Test]
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public void TestModOverlayClosesOnOpeningSkinEditor()
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{
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advanceToSongSelect();
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AddStep("open mod overlay", () => songSelect.ModSelectOverlay.Show());
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openSkinEditor();
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AddUntilStep("mod overlay closed", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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}
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private void advanceToSongSelect()
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{
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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}
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private void openSkinEditor()
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{
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toggleSkinEditor();
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AddUntilStep("skin editor loaded", () => skinEditor != null);
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}
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private void toggleSkinEditor()
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{
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AddStep("toggle skin editor", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.S);
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InputManager.ReleaseKey(Key.ControlLeft);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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}
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private void switchToGameplayScene()
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{
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("Click gameplay scene button", () =>
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{
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InputManager.MoveMouseTo(skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().Skip(1).First());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return Game.ScreenStack.CurrentScreen is Player;
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});
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}
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}
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}
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