mirror of
https://github.com/ppy/osu
synced 2024-12-13 10:28:17 +00:00
6bea78619a
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
175 lines
5.2 KiB
C#
175 lines
5.2 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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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Tests.Editing
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{
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[TestFixture]
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public class EditorChangeHandlerTest
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{
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private int stateChangedFired;
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[SetUp]
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public void SetUp()
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{
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stateChangedFired = 0;
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}
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[Test]
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public void TestSaveRestoreState()
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{
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var (handler, beatmap) = createChangeHandler();
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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addArbitraryChange(beatmap);
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handler.SaveState();
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Assert.That(stateChangedFired, Is.EqualTo(1));
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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handler.RestoreState(-1);
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(stateChangedFired, Is.EqualTo(2));
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}
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[Test]
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public void TestApplyThenUndoThenApplySameChange()
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{
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var (handler, beatmap) = createChangeHandler();
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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string originalHash = handler.CurrentStateHash;
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addArbitraryChange(beatmap);
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handler.SaveState();
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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Assert.That(stateChangedFired, Is.EqualTo(1));
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string hash = handler.CurrentStateHash;
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// undo a change without saving
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handler.RestoreState(-1);
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Assert.That(originalHash, Is.EqualTo(handler.CurrentStateHash));
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Assert.That(stateChangedFired, Is.EqualTo(2));
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addArbitraryChange(beatmap);
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handler.SaveState();
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Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
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}
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[Test]
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public void TestSaveSameStateDoesNotSave()
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{
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var (handler, beatmap) = createChangeHandler();
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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addArbitraryChange(beatmap);
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handler.SaveState();
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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Assert.That(stateChangedFired, Is.EqualTo(1));
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string hash = handler.CurrentStateHash;
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// save a save without making any changes
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handler.SaveState();
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Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
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Assert.That(stateChangedFired, Is.EqualTo(1));
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handler.RestoreState(-1);
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Assert.That(hash, Is.Not.EqualTo(handler.CurrentStateHash));
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// we should only be able to restore once even though we saved twice.
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(stateChangedFired, Is.EqualTo(2));
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}
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[Test]
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public void TestMaxStatesSaved()
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{
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var (handler, beatmap) = createChangeHandler();
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Assert.That(handler.CanUndo.Value, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(stateChangedFired, Is.EqualTo(i));
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addArbitraryChange(beatmap);
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handler.SaveState();
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}
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Assert.That(handler.CanUndo.Value, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.CanUndo.Value, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.CanUndo.Value, Is.False);
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}
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[Test]
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public void TestMaxStatesExceeded()
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{
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var (handler, beatmap) = createChangeHandler();
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Assert.That(handler.CanUndo.Value, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES * 2; i++)
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{
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addArbitraryChange(beatmap);
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handler.SaveState();
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}
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Assert.That(handler.CanUndo.Value, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.CanUndo.Value, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.CanUndo.Value, Is.False);
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}
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private (EditorChangeHandler, EditorBeatmap) createChangeHandler()
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{
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var beatmap = new EditorBeatmap(new Beatmap());
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var changeHandler = new EditorChangeHandler(beatmap);
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changeHandler.OnStateChange += () => stateChangedFired++;
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return (changeHandler, beatmap);
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}
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private void addArbitraryChange(EditorBeatmap beatmap)
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{
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beatmap.Add(new HitCircle { StartTime = 2760 });
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}
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}
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}
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