Merge branch 'master' into add-confirmation-dialog

This commit is contained in:
Aergwyn
2017-12-18 17:29:06 +01:00
48 changed files with 2541 additions and 1278 deletions

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
namespace osu.Game.Tests.Visual
{
internal class TestCaseBeatmapCarousel : OsuTestCase
{
private TestBeatmapCarousel carousel;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(CarouselItem),
typeof(CarouselGroup),
typeof(CarouselGroupEagerSelect),
typeof(CarouselBeatmap),
typeof(CarouselBeatmapSet),
typeof(DrawableCarouselItem),
typeof(CarouselItemState),
typeof(DrawableCarouselBeatmap),
typeof(DrawableCarouselBeatmapSet),
};
private readonly Stack<BeatmapSetInfo> selectedSets = new Stack<BeatmapSetInfo>();
private BeatmapInfo currentSelection;
private const int set_count = 5;
[BackgroundDependencyLoader]
private void load()
{
Add(carousel = new TestBeatmapCarousel
{
RelativeSizeAxes = Axes.Both,
});
List<BeatmapSetInfo> beatmapSets = new List<BeatmapSetInfo>();
for (int i = 1; i <= set_count; i++)
beatmapSets.Add(createTestBeatmapSet(i));
carousel.SelectionChanged = s => currentSelection = s;
AddStep("Load Beatmaps", () => { carousel.BeatmapSets = beatmapSets; });
AddUntilStep(() => carousel.BeatmapSets.Any(), "Wait for load");
testTraversal();
testFiltering();
testRandom();
testAddRemove();
testSorting();
testRemoveAll();
}
private void ensureRandomFetchSuccess() =>
AddAssert("ensure prev random fetch worked", () => selectedSets.Peek() == carousel.SelectedBeatmapSet);
private void checkSelected(int set, int? diff = null) =>
AddAssert($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
{
if (diff != null)
return carousel.SelectedBeatmap == carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff.Value - 1).First();
return carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Contains(carousel.SelectedBeatmap);
});
private void setSelected(int set, int diff) =>
AddStep($"select set{set} diff{diff}", () =>
carousel.SelectBeatmap(carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff - 1).First()));
private void advanceSelection(bool diff, int direction = 1, int count = 1)
{
if (count == 1)
AddStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
carousel.SelectNext(direction, !diff));
else
{
AddRepeatStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
carousel.SelectNext(direction, !diff), count);
}
}
private void checkVisibleItemCount(bool diff, int count) =>
AddAssert($"{count} {(diff ? "diffs" : "sets")} visible", () =>
carousel.Items.Count(s => (diff ? s.Item is CarouselBeatmap : s.Item is CarouselBeatmapSet) && s.Item.Visible) == count);
private void nextRandom() =>
AddStep("select random next", () =>
{
carousel.RandomAlgorithm.Value = RandomSelectAlgorithm.RandomPermutation;
if (!selectedSets.Any() && carousel.SelectedBeatmap != null)
selectedSets.Push(carousel.SelectedBeatmapSet);
carousel.SelectNextRandom();
selectedSets.Push(carousel.SelectedBeatmapSet);
});
private void ensureRandomDidntRepeat() =>
AddAssert("ensure no repeats", () => selectedSets.Distinct().Count() == selectedSets.Count);
private void prevRandom() => AddStep("select random last", () =>
{
carousel.SelectPreviousRandom();
selectedSets.Pop();
});
/// <summary>
/// Test keyboard traversal
/// </summary>
private void testTraversal()
{
advanceSelection(direction: 1, diff: false);
checkSelected(1, 1);
advanceSelection(direction: 1, diff: true);
checkSelected(1, 2);
advanceSelection(direction: -1, diff: false);
checkSelected(set_count, 1);
advanceSelection(direction: -1, diff: true);
checkSelected(set_count - 1, 3);
advanceSelection(diff: false);
advanceSelection(diff: false);
checkSelected(1, 2);
advanceSelection(direction: -1, diff: true);
advanceSelection(direction: -1, diff: true);
checkSelected(set_count, 3);
}
/// <summary>
/// Test filtering
/// </summary>
private void testFiltering()
{
// basic filtering
setSelected(1, 1);
AddStep("Filter", () => carousel.Filter(new FilterCriteria { SearchText = "set #3!" }, false));
checkVisibleItemCount(diff: false, count: 1);
checkVisibleItemCount(diff: true, count: 3);
checkSelected(3, 1);
advanceSelection(diff: true, count: 4);
checkSelected(3, 2);
AddStep("Un-filter (debounce)", () => carousel.Filter(new FilterCriteria()));
AddUntilStep(() => !carousel.PendingFilterTask, "Wait for debounce");
checkVisibleItemCount(diff: false, count: set_count);
checkVisibleItemCount(diff: true, count: 3);
// test filtering some difficulties (and keeping current beatmap set selected).
setSelected(1, 2);
AddStep("Filter some difficulties", () => carousel.Filter(new FilterCriteria { SearchText = "Normal" }, false));
checkSelected(1, 1);
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
checkSelected(1, 1);
AddStep("Filter all", () => carousel.Filter(new FilterCriteria { SearchText = "Dingo" }, false));
checkVisibleItemCount(false, 0);
checkVisibleItemCount(true, 0);
AddAssert("Selection is null", () => currentSelection == null);
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
AddAssert("Selection is non-null", () => currentSelection != null);
}
/// <summary>
/// Test random non-repeating algorithm
/// </summary>
private void testRandom()
{
setSelected(1, 1);
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
prevRandom();
ensureRandomFetchSuccess();
prevRandom();
ensureRandomFetchSuccess();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
AddAssert("ensure repeat", () => selectedSets.Contains(carousel.SelectedBeatmapSet));
}
/// <summary>
/// Test adding and removing beatmap sets
/// </summary>
private void testAddRemove()
{
AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 1)));
AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 2)));
checkVisibleItemCount(false, set_count + 2);
AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 2)));
checkVisibleItemCount(false, set_count + 1);
setSelected(set_count + 1, 1);
AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 1)));
checkVisibleItemCount(false, set_count);
checkSelected(set_count);
}
/// <summary>
/// Test sorting
/// </summary>
private void testSorting()
{
AddStep("Sort by author", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Author }, false));
AddAssert("Check zzzzz is at bottom", () => carousel.BeatmapSets.Last().Metadata.AuthorString == "zzzzz");
AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
AddAssert($"Check #{set_count} is at bottom", () => carousel.BeatmapSets.Last().Metadata.Title.EndsWith($"#{set_count}!"));
}
private void testRemoveAll()
{
setSelected(2, 1);
AddAssert("Selection is non-null", () => currentSelection != null);
AddStep("Remove selected", () => carousel.RemoveBeatmapSet(carousel.SelectedBeatmapSet));
checkSelected(2);
AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
checkSelected(1);
AddUntilStep(() =>
{
if (!carousel.BeatmapSets.Any()) return true;
carousel.RemoveBeatmapSet(carousel.BeatmapSets.Last());
return false;
}, "Remove all");
AddAssert("Selection is null", () => currentSelection == null);
}
private BeatmapSetInfo createTestBeatmapSet(int i)
{
return new BeatmapSetInfo
{
ID = i,
OnlineBeatmapSetID = i,
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
Metadata = new BeatmapMetadata
{
OnlineBeatmapSetID = i,
// Create random metadata, then we can check if sorting works based on these
Artist = $"peppy{i.ToString().PadLeft(6, '0')}",
Title = $"test set #{i}!",
AuthorString = string.Concat(Enumerable.Repeat((char)('z' - Math.Min(25, i - 1)), 5))
},
Beatmaps = new List<BeatmapInfo>(new[]
{
new BeatmapInfo
{
OnlineBeatmapID = i * 10,
Path = "normal.osu",
Version = "Normal",
StarDifficulty = 2,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 3.5f,
}
},
new BeatmapInfo
{
OnlineBeatmapID = i * 10 + 1,
Path = "hard.osu",
Version = "Hard",
StarDifficulty = 5,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 5,
}
},
new BeatmapInfo
{
OnlineBeatmapID = i * 10 + 2,
Path = "insane.osu",
Version = "Insane",
StarDifficulty = 6,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 7,
}
},
}),
};
}
private class TestBeatmapCarousel : BeatmapCarousel
{
public new List<DrawableCarouselItem> Items => base.Items;
public bool PendingFilterTask => FilterTask != null;
}
}
}

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using OpenTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Rulesets.Edit.Layers.Selection;
using osu.Game.Rulesets.Osu.Edit;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Tests.Visual
{
public class TestCaseEditorSelectionLayer : OsuTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(SelectionLayer) };
public TestCaseEditorSelectionLayer()
{
var playfield = new OsuEditPlayfield
{
new DrawableHitCircle(new HitCircle { Position = new Vector2(256, 192), Scale = 0.5f }),
new DrawableHitCircle(new HitCircle { Position = new Vector2(344, 148), Scale = 0.5f }),
new DrawableSlider(new Slider
{
ControlPoints = new List<Vector2>
{
new Vector2(128, 256),
new Vector2(344, 256),
},
Distance = 400,
Position = new Vector2(128, 256),
Velocity = 1,
TickDistance = 100,
Scale = 0.5f
})
};
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Clock = new FramedClock(new StopwatchClock()),
Child = playfield
},
new SelectionLayer(playfield)
};
}
}
}

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
[Description("player pause/fail screens")]
internal class TestCaseGameplayMenuOverlay : OsuTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) };
private FailOverlay failOverlay;
private PauseContainer.PauseOverlay pauseOverlay;
[BackgroundDependencyLoader]
private void load()
{
Add(pauseOverlay = new PauseContainer.PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
});
Add(failOverlay = new FailOverlay
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
});
var retryCount = 0;
AddStep("Add retry", () =>
{
retryCount++;
pauseOverlay.Retries = failOverlay.Retries = retryCount;
});
AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
testHideResets();
testEnterWithoutSelection();
testKeyUpFromInitial();
testKeyDownFromInitial();
testKeyUpWrapping();
testKeyDownWrapping();
testMouseSelectionAfterKeySelection();
testKeySelectionAfterMouseSelection();
testMouseDeselectionResets();
testClickSelection();
testEnterKeySelection();
}
/// <summary>
/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
/// </summary>
private void testHideResets()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Hover first button", () => failOverlay.Buttons.First().TriggerOnHover(null));
AddStep("Hide overlay", () => failOverlay.Hide());
AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected));
}
/// <summary>
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
/// </summary>
private void testEnterWithoutSelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Press enter", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter }));
AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the up arrow from the initial state selects the last button.
/// </summary>
private void testKeyUpFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow from the initial state selects the first button.
/// </summary>
private void testKeyDownFromInitial()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyUpWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Hide overlay", () => failOverlay.Hide());
}
/// <summary>
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
/// </summary>
private void testKeyDownWrapping()
{
AddStep("Show overlay", () => failOverlay.Show());
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
AddStep("Hide overlay", () => failOverlay.Hide());
}
/// <summary>
/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
/// </summary>
private void testMouseSelectionAfterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected);
AddAssert("Second button selected", () => secondButton.Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
/// </summary>
private void testKeySelectionAfterMouseSelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
AddAssert("Second button not selected", () => !secondButton.Selected);
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
/// </summary>
private void testMouseDeselectionResets()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var secondButton = pauseOverlay.Buttons.Skip(1).First();
AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
AddStep("Unhover second button", () => secondButton.TriggerOnHoverLost(null));
AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); // Initial state condition
AddStep("Hide overlay", () => pauseOverlay.Hide());
}
/// <summary>
/// Tests that clicking on a button correctly causes a click event for that button.
/// </summary>
private void testClickSelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
var retryButton = pauseOverlay.Buttons.Skip(1).First();
bool triggered = false;
AddStep("Click retry button", () =>
{
var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true;
retryButton.TriggerOnClick();
pauseOverlay.OnRetry = lastAction;
});
AddAssert("Action was triggered", () => triggered);
AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
}
/// <summary>
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
/// </summary>
private void testEnterKeySelection()
{
AddStep("Show overlay", () => pauseOverlay.Show());
AddStep("Select second button", () =>
{
pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
});
var retryButton = pauseOverlay.Buttons.Skip(1).First();
bool triggered = false;
AddStep("Press enter", () =>
{
var lastAction = pauseOverlay.OnRetry;
pauseOverlay.OnRetry = () => triggered = true;
retryButton.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter });
pauseOverlay.OnRetry = lastAction;
});
AddAssert("Action was triggered", () => triggered);
AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
}
}
}

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@ -1,57 +0,0 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.ComponentModel;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
[Description("player pause/fail screens")]
internal class TestCaseMenuOverlays : OsuTestCase
{
public TestCaseMenuOverlays()
{
FailOverlay failOverlay;
PauseContainer.PauseOverlay pauseOverlay;
var retryCount = 0;
Add(pauseOverlay = new PauseContainer.PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
});
Add(failOverlay = new FailOverlay
{
OnRetry = () => Logger.Log(@"Retry"),
OnQuit = () => Logger.Log(@"Quit"),
});
AddStep(@"Pause", delegate
{
if (failOverlay.State == Visibility.Visible)
{
failOverlay.Hide();
}
pauseOverlay.Show();
});
AddStep("Fail", delegate
{
if (pauseOverlay.State == Visibility.Visible)
{
pauseOverlay.Hide();
}
failOverlay.Show();
});
AddStep("Add Retry", delegate
{
retryCount++;
pauseOverlay.Retries = retryCount;
failOverlay.Retries = retryCount;
});
}
}
}

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@ -13,6 +13,7 @@ using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
using osu.Game.Tests.Platform;
@ -26,10 +27,28 @@ namespace osu.Game.Tests.Visual
private DependencyContainer dependencies;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(SongSelect),
typeof(BeatmapCarousel),
typeof(CarouselItem),
typeof(CarouselGroup),
typeof(CarouselGroupEagerSelect),
typeof(CarouselBeatmap),
typeof(CarouselBeatmapSet),
typeof(DrawableCarouselItem),
typeof(CarouselItemState),
typeof(DrawableCarouselBeatmap),
typeof(DrawableCarouselBeatmapSet),
};
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(parent);
[BackgroundDependencyLoader]
private void load()
private void load(BeatmapManager baseManager)
{
PlaySongSelect songSelect;
@ -43,7 +62,10 @@ namespace osu.Game.Tests.Visual
Func<OsuDbContext> contextFactory = () => context;
dependencies.Cache(rulesets = new RulesetStore(contextFactory));
dependencies.Cache(manager = new BeatmapManager(storage, contextFactory, rulesets, null));
dependencies.Cache(manager = new BeatmapManager(storage, contextFactory, rulesets, null)
{
DefaultBeatmap = baseManager.GetWorkingBeatmap(null)
});
for (int i = 0; i < 100; i += 10)
manager.Import(createTestBeatmapSet(i));