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https://github.com/ppy/osu
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3b485b5f37
This paves the way for the framework code quality change (https://github.com/ppy/osu-framework/pull/4873) which stops exposing the constructor. Most of the restructuring here is required to give `PreviewTrackManager` an adjustable target to apply the global mute.
167 lines
6.6 KiB
C#
167 lines
6.6 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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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Menu;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual
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{
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public abstract class EditorTestScene : ScreenTestScene
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{
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private TestEditorLoader editorLoader;
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protected TestEditor Editor => editorLoader.Editor;
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protected EditorBeatmap EditorBeatmap => Editor.ChildrenOfType<EditorBeatmap>().Single();
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protected EditorClock EditorClock => Editor.ChildrenOfType<EditorClock>().Single();
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/// <summary>
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/// Whether any saves performed by the editor should be isolate (and not persist) to the underlying <see cref="BeatmapManager"/>.
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/// </summary>
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protected virtual bool IsolateSavingFromDatabase => true;
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// required for screen transitions to work properly
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// (see comment in EditorLoader.LogoArriving).
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[Cached]
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private OsuLogo logo = new OsuLogo
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{
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Alpha = 0
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};
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio, RulesetStore rulesets)
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{
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Add(logo);
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var working = CreateWorkingBeatmap(Ruleset.Value);
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Beatmap.Value = working;
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if (IsolateSavingFromDatabase)
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Dependencies.CacheAs<BeatmapManager>(new TestBeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default, working));
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}
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protected virtual bool EditorComponentsReady => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& Editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("load editor", LoadEditor);
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AddUntilStep("wait for editor to load", () => EditorComponentsReady);
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}
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protected virtual void LoadEditor()
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{
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LoadScreen(editorLoader = new TestEditorLoader());
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}
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/// <summary>
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/// Creates the ruleset for providing a corresponding beatmap to load the editor on.
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/// </summary>
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[NotNull]
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protected abstract Ruleset CreateEditorRuleset();
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protected sealed override Ruleset CreateRuleset() => CreateEditorRuleset();
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protected class TestEditorLoader : EditorLoader
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{
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public TestEditor Editor { get; private set; }
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protected sealed override Editor CreateEditor() => Editor = CreateTestEditor(this);
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protected virtual TestEditor CreateTestEditor(EditorLoader loader) => new TestEditor(loader);
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}
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protected class TestEditor : Editor
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{
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public new void Undo() => base.Undo();
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public new void Redo() => base.Redo();
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public new void Save() => base.Save();
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public new void Cut() => base.Cut();
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public new void Copy() => base.Copy();
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public new void Paste() => base.Paste();
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public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
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public new bool HasUnsavedChanges => base.HasUnsavedChanges;
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public TestEditor(EditorLoader loader = null)
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: base(loader)
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{
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}
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}
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private class TestBeatmapManager : BeatmapManager
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{
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private readonly WorkingBeatmap testBeatmap;
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public TestBeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> resources, GameHost host, WorkingBeatmap defaultBeatmap, WorkingBeatmap testBeatmap)
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: base(storage, contextFactory, rulesets, api, audioManager, resources, host, defaultBeatmap)
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{
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this.testBeatmap = testBeatmap;
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}
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protected override BeatmapModelManager CreateBeatmapModelManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, GameHost host)
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{
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return new TestBeatmapModelManager(storage, contextFactory, rulesets, api, host);
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}
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protected override WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore<byte[]> resources, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost host)
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{
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return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
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}
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private class TestWorkingBeatmapCache : WorkingBeatmapCache
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{
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private readonly TestBeatmapManager testBeatmapManager;
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public TestWorkingBeatmapCache(TestBeatmapManager testBeatmapManager, AudioManager audioManager, IResourceStore<byte[]> resourceStore, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost gameHost)
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: base(testBeatmapManager.BeatmapTrackStore, audioManager, resourceStore, storage, defaultBeatmap, gameHost)
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{
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this.testBeatmapManager = testBeatmapManager;
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}
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public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo)
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=> testBeatmapManager.testBeatmap;
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}
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internal class TestBeatmapModelManager : BeatmapModelManager
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{
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public TestBeatmapModelManager(Storage storage, IDatabaseContextFactory databaseContextFactory, RulesetStore rulesetStore, IAPIProvider apiProvider, GameHost gameHost)
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: base(storage, databaseContextFactory, rulesetStore, gameHost)
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{
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}
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protected override string ComputeHash(BeatmapSetInfo item)
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=> string.Empty;
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}
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public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
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{
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// don't actually care about saving for this context.
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}
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}
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}
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}
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