mirror of https://github.com/ppy/osu
70 lines
2.3 KiB
C#
70 lines
2.3 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.Testing;
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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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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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protected EditorBeatmap EditorBeatmap;
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protected TestEditor Editor { get; private set; }
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protected EditorClock EditorClock { get; private set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
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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", () => LoadScreen(Editor = CreateEditor()));
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AddUntilStep("wait for editor to load", () => EditorComponentsReady);
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AddStep("get beatmap", () => EditorBeatmap = Editor.ChildrenOfType<EditorBeatmap>().Single());
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AddStep("get clock", () => EditorClock = Editor.ChildrenOfType<EditorClock>().Single());
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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 virtual TestEditor CreateEditor() => new TestEditor();
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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 bool HasUnsavedChanges => base.HasUnsavedChanges;
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}
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}
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}
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