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Make difficulty switching test scene use EditorTestScene
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@ -9,26 +9,20 @@ using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Menu;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneDifficultySwitching : ScreenTestScene
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public class TestSceneDifficultySwitching : EditorTestScene
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{
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private BeatmapSetInfo importedBeatmapSet;
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private Editor editor;
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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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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protected override bool IsolateSavingFromDatabase => false;
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[Resolved]
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private OsuGameBase game { get; set; }
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@ -36,20 +30,18 @@ namespace osu.Game.Tests.Visual.Editing
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader]
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private void load() => Add(logo);
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private BeatmapSetInfo importedBeatmapSet;
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[SetUpSteps]
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public void SetUp()
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public override void SetUpSteps()
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{
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AddStep("import test beatmap", () => importedBeatmapSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result);
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base.SetUpSteps();
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}
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AddStep("set current beatmap", () => Beatmap.Value = beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First()));
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AddStep("push loader", () => Stack.Push(new EditorLoader()));
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AddUntilStep("wait for editor push", () => Stack.CurrentScreen is Editor);
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AddStep("store editor", () => editor = (Editor)Stack.CurrentScreen);
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AddUntilStep("wait for editor to load", () => editor.IsLoaded);
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protected override void LoadEditor()
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{
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First());
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base.LoadEditor();
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}
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[Test]
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@ -72,11 +64,7 @@ namespace osu.Game.Tests.Visual.Editing
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BeatmapInfo targetDifficulty = null;
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PromptForSaveDialog saveDialog = null;
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AddStep("remove first hitobject", () =>
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{
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var editorBeatmap = editor.ChildrenOfType<EditorBeatmap>().Single();
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editorBeatmap.RemoveAt(0);
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});
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AddStep("remove first hitobject", () => EditorBeatmap.RemoveAt(0));
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AddStep("set target difficulty", () => targetDifficulty = importedBeatmapSet.Beatmaps.Last(beatmap => !beatmap.Equals(Beatmap.Value.BeatmapInfo)));
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switchToDifficulty(() => targetDifficulty);
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@ -105,11 +93,7 @@ namespace osu.Game.Tests.Visual.Editing
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BeatmapInfo targetDifficulty = null;
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PromptForSaveDialog saveDialog = null;
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AddStep("remove first hitobject", () =>
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{
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var editorBeatmap = editor.ChildrenOfType<EditorBeatmap>().Single();
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editorBeatmap.RemoveAt(0);
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});
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AddStep("remove first hitobject", () => EditorBeatmap.RemoveAt(0));
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AddStep("set target difficulty", () => targetDifficulty = importedBeatmapSet.Beatmaps.Last(beatmap => !beatmap.Equals(Beatmap.Value.BeatmapInfo)));
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switchToDifficulty(() => targetDifficulty);
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@ -134,10 +118,10 @@ namespace osu.Game.Tests.Visual.Editing
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private void switchToDifficulty(Func<BeatmapInfo> difficulty)
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{
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AddUntilStep("wait for menubar to load", () => editor.ChildrenOfType<EditorMenuBar>().Any());
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AddUntilStep("wait for menubar to load", () => Editor.ChildrenOfType<EditorMenuBar>().Any());
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AddStep("open file menu", () =>
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{
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var menuBar = editor.ChildrenOfType<EditorMenuBar>().Single();
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var menuBar = Editor.ChildrenOfType<EditorMenuBar>().Single();
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var fileMenu = menuBar.ChildrenOfType<DrawableOsuMenuItem>().First();
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InputManager.MoveMouseTo(fileMenu);
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InputManager.Click(MouseButton.Left);
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@ -146,7 +130,7 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("open difficulty menu", () =>
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{
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var difficultySelector =
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editor.ChildrenOfType<DrawableOsuMenuItem>().Single(item => item.Item.Text.Value.ToString().Contains("Change difficulty"));
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Editor.ChildrenOfType<DrawableOsuMenuItem>().Single(item => item.Item.Text.Value.ToString().Contains("Change difficulty"));
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InputManager.MoveMouseTo(difficultySelector);
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});
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AddWaitStep("wait for open", 3);
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@ -154,7 +138,7 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("switch to target difficulty", () =>
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{
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var difficultyMenuItem =
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editor.ChildrenOfType<DrawableOsuMenuItem>()
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Editor.ChildrenOfType<DrawableOsuMenuItem>()
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.Last(item => item.Item is DifficultyMenuItem difficultyItem && difficultyItem.Beatmap.Equals(difficulty.Invoke()));
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InputManager.MoveMouseTo(difficultyMenuItem);
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InputManager.Click(MouseButton.Left);
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