osu/osu.Game/Tests/Visual/EditorTestScene.cs

202 lines
7.9 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.
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Overlays.Dialog;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Screens.Menu;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual
{
public abstract class EditorTestScene : ScreenTestScene
{
private TestEditorLoader editorLoader;
protected TestEditor Editor => editorLoader.Editor;
protected EditorBeatmap EditorBeatmap => Editor.ChildrenOfType<EditorBeatmap>().Single();
protected EditorClock EditorClock => Editor.ChildrenOfType<EditorClock>().Single();
/// <summary>
/// Whether any saves performed by the editor should be isolate (and not persist) to the underlying <see cref="BeatmapManager"/>.
/// </summary>
protected virtual bool IsolateSavingFromDatabase => true;
// required for screen transitions to work properly
// (see comment in EditorLoader.LogoArriving).
[Cached]
private OsuLogo logo = new OsuLogo
{
Alpha = 0
};
private TestBeatmapManager testBeatmapManager;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio, RulesetStore rulesets)
{
Add(logo);
if (IsolateSavingFromDatabase)
Dependencies.CacheAs<BeatmapManager>(testBeatmapManager = new TestBeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default));
}
protected virtual bool EditorComponentsReady => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
&& Editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("load editor", LoadEditor);
AddUntilStep("wait for editor to load", () => EditorComponentsReady);
}
protected virtual void LoadEditor()
{
Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
if (testBeatmapManager != null)
testBeatmapManager.TestBeatmap = Beatmap.Value;
LoadScreen(editorLoader = new TestEditorLoader());
}
/// <summary>
/// Creates the ruleset for providing a corresponding beatmap to load the editor on.
/// </summary>
[NotNull]
protected abstract Ruleset CreateEditorRuleset();
protected sealed override Ruleset CreateRuleset() => CreateEditorRuleset();
protected class TestEditorLoader : EditorLoader
{
public TestEditor Editor { get; private set; }
protected sealed override Editor CreateEditor() => Editor = CreateTestEditor(this);
protected virtual TestEditor CreateTestEditor(EditorLoader loader) => new TestEditor(loader);
}
protected class TestEditor : Editor
{
[Resolved(canBeNull: true)]
[CanBeNull]
private DialogOverlay dialogOverlay { get; set; }
public new void Undo() => base.Undo();
public new void Redo() => base.Redo();
public new bool Save() => base.Save();
public new void Cut() => base.Cut();
public new void Copy() => base.Copy();
public new void Paste() => base.Paste();
public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
public new void CreateNewDifficulty(RulesetInfo rulesetInfo) => base.CreateNewDifficulty(rulesetInfo);
public new bool HasUnsavedChanges => base.HasUnsavedChanges;
public override bool OnExiting(IScreen next)
{
// For testing purposes allow the screen to exit without saving on second attempt.
if (!ExitConfirmed && dialogOverlay?.CurrentDialog is PromptForSaveDialog saveDialog)
{
saveDialog.PerformAction<PopupDialogDangerousButton>();
return true;
}
return base.OnExiting(next);
}
public TestEditor(EditorLoader loader = null)
: base(loader)
{
}
}
private class TestBeatmapManager : BeatmapManager
{
public WorkingBeatmap TestBeatmap;
public TestBeatmapManager(Storage storage, RealmAccess realm, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> resources, GameHost host, WorkingBeatmap defaultBeatmap)
: base(storage, realm, rulesets, api, audioManager, resources, host, defaultBeatmap)
{
}
protected override BeatmapModelManager CreateBeatmapModelManager(Storage storage, RealmAccess realm, RulesetStore rulesets, BeatmapOnlineLookupQueue onlineLookupQueue)
{
return new TestBeatmapModelManager(storage, realm, onlineLookupQueue);
}
protected override WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore<byte[]> resources, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost host)
{
return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
}
public override WorkingBeatmap CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo)
{
// don't actually care about properly creating a difficulty for this context.
return TestBeatmap;
}
public override WorkingBeatmap CopyExistingDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap)
{
// don't actually care about properly creating a difficulty for this context.
return TestBeatmap;
}
private class TestWorkingBeatmapCache : WorkingBeatmapCache
{
private readonly TestBeatmapManager testBeatmapManager;
public TestWorkingBeatmapCache(TestBeatmapManager testBeatmapManager, AudioManager audioManager, IResourceStore<byte[]> resourceStore, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost gameHost)
: base(testBeatmapManager.BeatmapTrackStore, audioManager, resourceStore, storage, defaultBeatmap, gameHost)
{
this.testBeatmapManager = testBeatmapManager;
}
public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo)
=> testBeatmapManager.TestBeatmap;
}
internal class TestBeatmapModelManager : BeatmapModelManager
{
public TestBeatmapModelManager(Storage storage, RealmAccess databaseAccess, BeatmapOnlineLookupQueue beatmapOnlineLookupQueue)
: base(databaseAccess, storage, beatmapOnlineLookupQueue)
{
}
protected override string ComputeHash(BeatmapSetInfo item)
=> string.Empty;
}
public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
{
// don't actually care about saving for this context.
}
}
}
}