Merge branch 'master' into cursor-trail

This commit is contained in:
Dean Herbert
2018-03-11 02:07:05 +09:00
committed by GitHub
14 changed files with 245 additions and 116 deletions

View File

@ -12,6 +12,7 @@ using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
@ -22,6 +23,7 @@ namespace osu.Game.Tests.Visual
public class TestCaseBeatmapCarousel : OsuTestCase
{
private TestBeatmapCarousel carousel;
private RulesetStore rulesets;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
@ -46,8 +48,10 @@ namespace osu.Game.Tests.Visual
private const int set_count = 5;
[BackgroundDependencyLoader]
private void load()
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;
Add(carousel = new TestBeatmapCarousel
{
RelativeSizeAxes = Axes.Both,
@ -75,6 +79,7 @@ namespace osu.Game.Tests.Visual
testRemoveAll();
testEmptyTraversal();
testHiding();
testSelectingFilteredRuleset();
}
private void ensureRandomFetchSuccess() =>
@ -363,6 +368,41 @@ namespace osu.Game.Tests.Visual
}
}
private void testSelectingFilteredRuleset()
{
var testMixed = createTestBeatmapSet(set_count + 1);
AddStep("add mixed ruleset beatmapset", () =>
{
for (int i = 0; i <= 2; i++)
{
testMixed.Beatmaps[i].Ruleset = rulesets.AvailableRulesets.ElementAt(i);
testMixed.Beatmaps[i].RulesetID = i;
}
carousel.UpdateBeatmapSet(testMixed);
});
AddStep("filter to ruleset 0", () =>
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(0) }, false));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testMixed.Beatmaps[1], false));
AddAssert("unfiltered beatmap selected", () => carousel.SelectedBeatmap.Equals(testMixed.Beatmaps[0]));
AddStep("remove mixed set", () =>
{
carousel.RemoveBeatmapSet(testMixed);
testMixed = null;
});
var testSingle = createTestBeatmapSet(set_count + 2);
testSingle.Beatmaps.ForEach(b =>
{
b.Ruleset = rulesets.AvailableRulesets.ElementAt(1);
b.RulesetID = b.Ruleset.ID ?? 1;
});
AddStep("add single ruleset beatmapset", () => carousel.UpdateBeatmapSet(testSingle));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testSingle.Beatmaps[0], false));
checkNoSelection();
AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
}
private BeatmapSetInfo createTestBeatmapSet(int id)
{
return new BeatmapSetInfo