osukey/osu.Game.Tests/Visual/Navigation/TestSceneSkinEditorSceneLibrary.cs
Salman Ahmed 6ab188f8f9 Split skin editor scene library test to own file
Rather than stuffing more random cases to `TestSceneScreenNavigation`.
2022-04-23 23:15:45 +03:00

98 lines
3.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD.HitErrorMeters;
using osu.Game.Skinning.Editor;
using osu.Game.Tests.Beatmaps.IO;
using osuTK.Input;
using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
namespace osu.Game.Tests.Visual.Navigation
{
public class TestSceneSkinEditorSceneLibrary : OsuGameTestScene
{
private SkinEditor skinEditor;
public override void SetUpSteps()
{
base.SetUpSteps();
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("open skin editor", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.S);
InputManager.ReleaseKey(Key.ControlLeft);
InputManager.ReleaseKey(Key.ShiftLeft);
});
AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType<SkinEditor>().FirstOrDefault()) != null);
}
[Test]
public void TestEditComponentDuringGameplay()
{
switchToGameplayScene();
BarHitErrorMeter hitErrorMeter = null;
AddUntilStep("select bar hit error blueprint", () =>
{
var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);
if (blueprint == null)
return false;
hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
skinEditor.SelectedComponents.Clear();
skinEditor.SelectedComponents.Add(blueprint.Item);
return true;
});
AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);
AddStep("hover first slider", () =>
{
InputManager.MoveMouseTo(
skinEditor.ChildrenOfType<SkinSettingsToolbox>().First()
.ChildrenOfType<SettingsSlider<float>>().First()
.ChildrenOfType<SliderBar<float>>().First()
);
});
AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));
AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
}
private void switchToGameplayScene()
{
AddStep("Click gameplay scene button", () => skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick());
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return Game.ScreenStack.CurrentScreen is Player;
});
}
}
}