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TestSceneSkinEditorNavigation.cs
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479 lines (378 loc) · 21.3 KB
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// 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.
#nullable disable
using System;
using System.Linq;
using Newtonsoft.Json;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Game.Online.API;
using osu.Game.Beatmaps;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.SkinEditor;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Edit.Components;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Play.HUD.HitErrorMeters;
using osu.Game.Screens.Select;
using osu.Game.Skinning;
using osu.Game.Tests.Beatmaps.IO;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
public partial class TestSceneSkinEditorNavigation : OsuGameTestScene
{
private SoloSongSelect songSelect;
private ModSelectOverlay modSelect => Game.ChildrenOfType<ModSelectOverlay>().First();
private SkinEditor skinEditor => Game.ChildrenOfType<SkinEditor>().FirstOrDefault();
[Test]
public void TestEditComponentFromGameplayScene()
{
advanceToSongSelect();
openSkinEditor();
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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);
}
[Test]
public void TestMutateProtectedSkinDuringGameplay()
{
advanceToSongSelect();
AddStep("set default skin", () => Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.SetDefault());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("enable NF", () => Game.SelectedMods.Value = new[] { new OsuModNoFail() });
AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return Game.ScreenStack.CurrentScreen is Player;
});
openSkinEditor();
AddUntilStep("current skin is mutable", () => !Game.Dependencies.Get<SkinManager>().CurrentSkin.Value.SkinInfo.Value.Protected);
}
[Test]
public void TestMutateProtectedSkinFromMainMenu_UndoToInitialStateIsCorrect()
{
AddStep("set default skin", () => Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.SetDefault());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
openSkinEditor();
AddUntilStep("current skin is mutable", () => !Game.Dependencies.Get<SkinManager>().CurrentSkin.Value.SkinInfo.Value.Protected);
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return Game.ScreenStack.CurrentScreen is Player;
});
string state = string.Empty;
AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.Position != new Vector2()));
AddStep("dump state of accuracy meter", () => state = JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()));
AddStep("add any component", () => Game.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick());
AddStep("undo", () => InputManager.Keys(PlatformAction.Undo));
AddUntilStep("only one accuracy meter left",
() => Game.ChildrenOfType<Player>().Single().ChildrenOfType<ArgonAccuracyCounter>().Count(),
() => Is.EqualTo(1));
AddAssert("accuracy meter state unchanged",
() => JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()),
() => Is.EqualTo(state));
}
[Test]
public void TestMutateProtectedSkinFromPlayer_UndoToInitialStateIsCorrect()
{
AddStep("set default skin", () => Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.SetDefault());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
advanceToSongSelect();
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("enable NF", () => Game.SelectedMods.Value = new[] { new OsuModNoFail() });
AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return Game.ScreenStack.CurrentScreen is Player;
});
openSkinEditor();
string state = string.Empty;
AddUntilStep("wait for accuracy counter", () => Game.ChildrenOfType<ArgonAccuracyCounter>().Any(counter => counter.Position != new Vector2()));
AddStep("dump state of accuracy meter", () => state = JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()));
AddStep("add any component", () => Game.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick());
AddStep("undo", () => InputManager.Keys(PlatformAction.Undo));
AddUntilStep("only one accuracy meter left",
() => Game.ChildrenOfType<Player>().Single().ChildrenOfType<ArgonAccuracyCounter>().Count(),
() => Is.EqualTo(1));
AddAssert("accuracy meter state unchanged",
() => JsonConvert.SerializeObject(Game.ChildrenOfType<ArgonAccuracyCounter>().First().CreateSerialisedInfo()),
() => Is.EqualTo(state));
}
[Test]
public void TestComponentsDeselectedOnSkinEditorHide()
{
advanceToSongSelect();
openSkinEditor();
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddUntilStep("wait for components", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
AddStep("select all components", () => InputManager.Keys(PlatformAction.SelectAll));
AddUntilStep("components selected", () => skinEditor.SelectedComponents.Count > 0);
toggleSkinEditor();
AddUntilStep("no components selected", () => skinEditor.SelectedComponents.Count == 0);
}
[Test]
public void TestSwitchScreenWhileDraggingComponent()
{
Vector2 firstBlueprintCentre = Vector2.Zero;
ScheduledDelegate movementDelegate = null;
advanceToSongSelect();
openSkinEditor();
AddStep("add skinnable component", () =>
{
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
});
AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents.Count == 1);
AddStep("start drag", () =>
{
firstBlueprintCentre = skinEditor.ChildrenOfType<SkinBlueprint>().First().ScreenSpaceDrawQuad.Centre;
InputManager.MoveMouseTo(firstBlueprintCentre);
InputManager.PressButton(MouseButton.Left);
});
AddStep("start movement", () => movementDelegate = Scheduler.AddDelayed(() => { InputManager.MoveMouseTo(firstBlueprintCentre += new Vector2(1)); }, 10, true));
toggleSkinEditor();
AddStep("exit song select", () => songSelect.Exit());
AddUntilStep("wait for blueprints removed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
AddStep("stop drag", () =>
{
InputManager.ReleaseButton(MouseButton.Left);
movementDelegate?.Cancel();
});
}
[Test]
public void TestAutoplayCompatibleModsRetainedOnEnteringGameplay()
{
advanceToSongSelect();
openSkinEditor();
AddStep("select DT", () => Game.SelectedMods.Value = new Mod[] { new OsuModDoubleTime() });
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddAssert("DT still selected", () => ((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Single() is OsuModDoubleTime);
}
[Test]
public void TestAutoplayIncompatibleModsRemovedOnEnteringGameplay()
{
advanceToSongSelect();
openSkinEditor();
AddStep("select relax and spun out", () => Game.SelectedMods.Value = new Mod[] { new OsuModRelax(), new OsuModSpunOut() });
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
}
[Test]
public void TestDuplicateAutoplayModRemovedOnEnteringGameplay()
{
advanceToSongSelect();
openSkinEditor();
AddStep("select autoplay", () => Game.SelectedMods.Value = new Mod[] { new OsuModAutoplay() });
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
}
[Test]
public void TestGameplaySettingsDoesNotExpandWhenSkinOverlayPresent()
{
advanceToSongSelect();
openSkinEditor();
AddUntilStep("skin editor visible", () => skinEditor.State.Value == Visibility.Visible);
AddStep("select autoplay", () => Game.SelectedMods.Value = new Mod[] { new OsuModAutoplay() });
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddUntilStep("wait for settings", () => getPlayerSettingsOverlay() != null);
AddAssert("settings not visible", () => getPlayerSettingsOverlay().DrawWidth, () => Is.EqualTo(0));
AddStep("move cursor to right of screen", () => InputManager.MoveMouseTo(InputManager.ScreenSpaceDrawQuad.TopRight));
AddAssert("settings not visible", () => getPlayerSettingsOverlay().DrawWidth, () => Is.EqualTo(0));
toggleSkinEditor();
AddUntilStep("skin editor hidden", () => skinEditor.State.Value == Visibility.Hidden);
AddStep("move cursor slightly", () => InputManager.MoveMouseTo(InputManager.ScreenSpaceDrawQuad.TopRight + new Vector2(2)));
AddUntilStep("settings visible", () => getPlayerSettingsOverlay().DrawWidth, () => Is.GreaterThan(0));
AddStep("move cursor to right of screen too far", () => InputManager.MoveMouseTo(InputManager.ScreenSpaceDrawQuad.TopRight + new Vector2(10240, 0)));
AddUntilStep("settings not visible", () => getPlayerSettingsOverlay().DrawWidth, () => Is.EqualTo(0));
ReplaySettingsOverlay getPlayerSettingsOverlay() => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<ReplaySettingsOverlay>().SingleOrDefault();
}
[Test]
public void TestCinemaModRemovedOnEnteringGameplay()
{
advanceToSongSelect();
openSkinEditor();
AddStep("select cinema", () => Game.SelectedMods.Value = new Mod[] { new OsuModCinema() });
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
}
[Test]
public void TestModOverlayClosesOnOpeningSkinEditor()
{
advanceToSongSelect();
AddStep("open mod overlay", () => modSelect.Show());
openSkinEditor();
AddUntilStep("mod overlay closed", () => modSelect.State.Value == Visibility.Hidden);
}
[Test]
public void TestChangeToNonSkinnableScreen()
{
advanceToSongSelect();
openSkinEditor();
AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
AddStep("add skinnable component", () =>
{
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
});
AddUntilStep("newly added component selected", () => skinEditor.SelectedComponents, () => Has.Count.EqualTo(1));
AddStep("exit to main menu", () => Game.ScreenStack.CurrentScreen.Exit());
AddAssert("selection cleared", () => skinEditor.SelectedComponents, () => Has.Count.Zero);
AddAssert("blueprint container not present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.Zero);
AddAssert("placeholder present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.EqualTo(1));
AddAssert("editor sidebars empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.Zero);
advanceToSongSelect();
AddAssert("blueprint container present", () => skinEditor.ChildrenOfType<SkinBlueprintContainer>().Count(), () => Is.EqualTo(1));
AddAssert("placeholder not present", () => skinEditor.ChildrenOfType<NonSkinnableScreenPlaceholder>().Count(), () => Is.Zero);
AddAssert("editor sidebars not empty", () => skinEditor.ChildrenOfType<EditorSidebar>().SelectMany(sidebar => sidebar.Children).Count(), () => Is.GreaterThan(0));
}
[Test]
public void TestOpenSkinEditorGameplaySceneOnBeatmapWithNoObjects()
{
AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
advanceToSongSelect();
AddStep("create empty beatmap", () => Game.BeatmapManager.CreateNew(new OsuRuleset().RulesetInfo, new GuestUser()));
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
openSkinEditor();
switchToGameplayScene();
}
[Test]
public void TestOpenSkinEditorGameplaySceneWhenDummyBeatmapActive()
{
AddStep("set dummy beatmap", () => Game.Beatmap.SetDefault());
openSkinEditor();
}
[TestCase(1)]
[TestCase(2)]
[TestCase(3)]
public void TestOpenSkinEditorGameplaySceneWhenDifferentRulesetActive(int rulesetId)
{
BeatmapSetInfo beatmapSet = null!;
AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
AddStep($"select difficulty for ruleset w/ ID {rulesetId}", () =>
{
var beatmap = beatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == rulesetId);
Game.Beatmap.Value = Game.BeatmapManager.GetWorkingBeatmap(beatmap);
});
openSkinEditor();
switchToGameplayScene();
}
[Test]
public void TestRulesetInputDisabledWhenSkinEditorOpen()
{
advanceToSongSelect();
openSkinEditor();
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
switchToGameplayScene();
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
toggleSkinEditor();
AddUntilStep("nested input enabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().Any(manager => manager.UseParentInput));
toggleSkinEditor();
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
}
[Test]
public void TestSkinSavesOnChange()
{
advanceToSongSelect();
openSkinEditor();
Guid editedSkinId = Guid.Empty;
AddStep("save skin id", () => editedSkinId = Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.Value.ID);
AddStep("add skinnable component", () =>
{
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
});
AddStep("change to triangles skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(SkinInfo.TRIANGLES_SKIN.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinnableContainer>().All(c => c.ComponentsLoaded));
// sort of implicitly relies on song select not being skinnable.
// TODO: revisit if the above ever changes
AddUntilStep("skin changed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
AddStep("change back to modified skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(editedSkinId.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinnableContainer>().All(c => c.ComponentsLoaded));
AddUntilStep("changes saved", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
}
private void advanceToSongSelect()
{
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
}
private void openSkinEditor()
{
toggleSkinEditor();
AddUntilStep("skin editor loaded", () => skinEditor != null);
}
private void toggleSkinEditor()
{
AddStep("toggle skin editor", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.S);
InputManager.ReleaseKey(Key.ControlLeft);
InputManager.ReleaseKey(Key.ShiftLeft);
});
}
private void switchToGameplayScene()
{
AddStep("Click gameplay scene button", () =>
{
InputManager.MoveMouseTo(skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text.ToString() == "Gameplay"));
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return Game.ScreenStack.CurrentScreen is Player;
});
}
}
}