public void TestExitSongSelectWithEscape() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show()); AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); pushEscape(); AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden); exitViaEscapeAndConfirm(); }
public void TestMenuMakesMusic() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice); AddStep("return to menu", () => songSelect.Exit()); AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying); }
public override void SetUpSteps() { base.SetUpSteps(); AddStep("reset defaults", () => { Ruleset.Value = new OsuRuleset().RulesetInfo; Beatmap.SetDefault(); songSelect = null; }); AddStep("delete all beatmaps", () => manager?.Delete()); }
public void TestMenuMakesMusic() { WorkingBeatmap beatmap() => Game.Beatmap.Value; Track track() => beatmap().Track; TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddUntilStep("wait for no track", () => track() is TrackVirtual); AddStep("return to menu", () => songSelect.Exit()); AddUntilStep("wait for track", () => !(track() is TrackVirtual) && track().IsRunning); }
public void TestExitSongSelectWithClick() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show()); AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible); AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition)); // BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered. AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == Game.BackButton)); AddStep("Click back button", () => InputManager.Click(MouseButton.Left)); AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden); exitViaBackButtonAndConfirm(); }
public void TestBeatmapOptionsInput() { TestSongSelect songSelect = null; PushAndConfirm(() => songSelect = new TestSongSelect()); AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show()); AddStep("Change ruleset to osu!taiko", () => { InputManager.PressKey(Key.ControlLeft); InputManager.Key(Key.Number2); InputManager.ReleaseKey(Key.ControlLeft); }); AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType <ToolbarRulesetSelector>().Single().Current.Value.ID == 1); AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible); }
private void load() { TestSongSelect songSelect = null; factory = new DatabaseContextFactory(LocalStorage); factory.ResetDatabase(); using (var usage = factory.Get()) usage.Migrate(); Dependencies.Cache(rulesets = new RulesetStore(factory)); Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null) { DefaultBeatmap = defaultBeatmap = Beatmap.Default }); void loadNewSongSelect(bool deleteMaps = false) => AddStep("reload song select", () => { if (deleteMaps) { manager.Delete(manager.GetAllUsableBeatmapSets()); Beatmap.SetDefault(); } if (songSelect != null) { Remove(songSelect); songSelect.Dispose(); } Add(songSelect = new TestSongSelect()); }); loadNewSongSelect(true); AddWaitStep(3); AddAssert("dummy selected", () => songSelect.CurrentBeatmap == defaultBeatmap); AddAssert("dummy shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap == defaultBeatmap); AddStep("import test maps", () => { for (int i = 0; i < 100; i += 10) { manager.Import(createTestBeatmapSet(i)); } }); AddWaitStep(3); AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap); loadNewSongSelect(); AddWaitStep(3); AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap); AddStep(@"Sort by Artist", delegate { songSelect.FilterControl.Sort = SortMode.Artist; }); AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; }); AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; }); AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; }); }
public virtual void SetUp() { manager?.Delete(manager.GetAllUsableBeatmapSets()); Child = songSelect = new TestSongSelect(); }
private void createSongSelect() { AddStep("create song select", () => LoadScreen(songSelect = new TestSongSelect())); AddUntilStep("wait for present", () => songSelect.IsCurrentScreen()); AddUntilStep("wait for carousel loaded", () => songSelect.Carousel.IsAlive); }
private void load(OsuGameBase game) { TestSongSelect songSelect = null; var storage = new TestStorage(@"TestCasePlaySongSelect"); // this is by no means clean. should be replacing inside of OsuGameBase somehow. var context = new OsuDbContext(); Func <OsuDbContext> contextFactory = () => context; dependencies.Cache(rulesets = new RulesetStore(contextFactory)); dependencies.Cache(manager = new BeatmapManager(storage, contextFactory, rulesets, null) { DefaultBeatmap = defaultBeatmap = game.Beatmap.Default }); void loadNewSongSelect(bool deleteMaps = false) => AddStep("reload song select", () => { if (deleteMaps) { manager.DeleteAll(); game.Beatmap.SetDefault(); } if (songSelect != null) { Remove(songSelect); songSelect.Dispose(); } Add(songSelect = new TestSongSelect()); }); loadNewSongSelect(true); AddWaitStep(3); AddAssert("dummy selected", () => songSelect.CurrentBeatmap == defaultBeatmap); AddAssert("dummy shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap == defaultBeatmap); AddStep("import test maps", () => { for (int i = 0; i < 100; i += 10) { manager.Import(createTestBeatmapSet(i)); } }); AddWaitStep(3); AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap); loadNewSongSelect(); AddWaitStep(3); AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap); AddStep(@"Sort by Artist", delegate { songSelect.FilterControl.Sort = SortMode.Artist; }); AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; }); AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; }); AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; }); }
private void createSongSelect() { AddStep("create song select", () => LoadScreen(songSelect = new TestSongSelect())); AddUntilStep(() => songSelect.IsCurrentScreen(), "wait for present"); }