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Rename test cases to test scenes inline with the framework change
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183
osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapInfoWedge.cs
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183
osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapInfoWedge.cs
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// 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.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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namespace osu.Game.Tests.Visual.SongSelect
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{
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[TestFixture]
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public class TestSceneBeatmapInfoWedge : OsuTestScene
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{
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private RulesetStore rulesets;
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private TestBeatmapInfoWedge infoWedge;
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private readonly List<IBeatmap> beatmaps = new List<IBeatmap>();
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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this.rulesets = rulesets;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Add(infoWedge = new TestBeatmapInfoWedge
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{
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Size = new Vector2(0.5f, 245),
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 20 }
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});
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AddStep("show", () =>
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{
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infoWedge.State = Visibility.Visible;
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infoWedge.Beatmap = Beatmap.Value;
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});
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// select part is redundant, but wait for load isn't
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selectBeatmap(Beatmap.Value.Beatmap);
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AddWaitStep("wait for select", 3);
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AddStep("hide", () => { infoWedge.State = Visibility.Hidden; });
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AddWaitStep("wait for hide", 3);
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AddStep("show", () => { infoWedge.State = Visibility.Visible; });
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foreach (var rulesetInfo in rulesets.AvailableRulesets)
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{
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var instance = rulesetInfo.CreateInstance();
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var testBeatmap = createTestBeatmap(rulesetInfo);
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beatmaps.Add(testBeatmap);
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AddStep("set ruleset", () => Ruleset.Value = rulesetInfo);
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selectBeatmap(testBeatmap);
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testBeatmapLabels(instance);
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// TODO: adjust cases once more info is shown for other gamemodes
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switch (instance)
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{
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case OsuRuleset _:
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testInfoLabels(5);
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break;
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case TaikoRuleset _:
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testInfoLabels(5);
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break;
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case CatchRuleset _:
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testInfoLabels(5);
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break;
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case ManiaRuleset _:
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testInfoLabels(4);
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break;
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default:
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testInfoLabels(2);
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break;
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}
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}
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testNullBeatmap();
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}
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private void testBeatmapLabels(Ruleset ruleset)
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{
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AddAssert("check version", () => infoWedge.Info.VersionLabel.Text == $"{ruleset.ShortName}Version");
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AddAssert("check title", () => infoWedge.Info.TitleLabel.Text == $"{ruleset.ShortName}Source — {ruleset.ShortName}Title");
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AddAssert("check artist", () => infoWedge.Info.ArtistLabel.Text == $"{ruleset.ShortName}Artist");
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AddAssert("check author", () => infoWedge.Info.MapperContainer.Children.OfType<OsuSpriteText>().Any(s => s.Text == $"{ruleset.ShortName}Author"));
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}
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private void testInfoLabels(int expectedCount)
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{
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AddAssert("check info labels exists", () => infoWedge.Info.InfoLabelContainer.Children.Any());
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AddAssert("check info labels count", () => infoWedge.Info.InfoLabelContainer.Children.Count == expectedCount);
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}
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private void testNullBeatmap()
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{
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selectBeatmap(null);
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AddAssert("check empty version", () => string.IsNullOrEmpty(infoWedge.Info.VersionLabel.Text));
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AddAssert("check default title", () => infoWedge.Info.TitleLabel.Text == Beatmap.Default.BeatmapInfo.Metadata.Title);
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AddAssert("check default artist", () => infoWedge.Info.ArtistLabel.Text == Beatmap.Default.BeatmapInfo.Metadata.Artist);
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AddAssert("check empty author", () => !infoWedge.Info.MapperContainer.Children.Any());
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AddAssert("check no info labels", () => !infoWedge.Info.InfoLabelContainer.Children.Any());
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}
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private void selectBeatmap([CanBeNull] IBeatmap b)
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{
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BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null;
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AddStep($"select {b?.Metadata.Title ?? "null"} beatmap", () =>
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{
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infoBefore = infoWedge.Info;
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infoWedge.Beatmap = Beatmap.Value = b == null ? Beatmap.Default : new TestWorkingBeatmap(b);
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});
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AddUntilStep("wait for async load", () => infoWedge.Info != infoBefore);
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}
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private IBeatmap createTestBeatmap(RulesetInfo ruleset)
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{
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List<HitObject> objects = new List<HitObject>();
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for (double i = 0; i < 50000; i += 1000)
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objects.Add(new TestHitObject { StartTime = i });
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return new Beatmap
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{
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BeatmapInfo = new BeatmapInfo
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{
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Metadata = new BeatmapMetadata
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{
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AuthorString = $"{ruleset.ShortName}Author",
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Artist = $"{ruleset.ShortName}Artist",
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Source = $"{ruleset.ShortName}Source",
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Title = $"{ruleset.ShortName}Title"
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},
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Ruleset = ruleset,
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StarDifficulty = 6,
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Version = $"{ruleset.ShortName}Version",
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BaseDifficulty = new BeatmapDifficulty()
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},
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HitObjects = objects
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};
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}
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private class TestBeatmapInfoWedge : BeatmapInfoWedge
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{
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public new BufferedWedgeInfo Info => base.Info;
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}
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private class TestHitObject : HitObject, IHasPosition
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{
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public float X { get; } = 0;
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public float Y { get; } = 0;
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public Vector2 Position { get; } = Vector2.Zero;
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}
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}
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}
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