public override void Reset() { base.Reset(); oldDb = Dependencies.Get <BeatmapDatabase>(); if (db == null) { storage = new TestStorage(@"TestCasePlaySongSelect"); db = new BeatmapDatabase(storage); Dependencies.Cache(db, true); var sets = new List <BeatmapSetInfo>(); for (int i = 0; i < 100; i += 10) { sets.Add(createTestBeatmapSet(i)); } db.Import(sets); } Add(songSelect = new PlaySongSelect()); AddButton(@"Sort by Artist", delegate { songSelect.FilterControl.Sort = SortMode.Artist; }); AddButton(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; }); AddButton(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; }); AddButton(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; }); }
public TestCasePlaySongSelect() { PlaySongSelect songSelect; if (manager == null) { var storage = new TestStorage(@"TestCasePlaySongSelect"); var backingDatabase = storage.GetDatabase(@"client"); backingDatabase.CreateTable <StoreVersion>(); rulesets = new RulesetStore(backingDatabase); manager = new BeatmapManager(storage, null, backingDatabase, rulesets); for (int i = 0; i < 100; i += 10) { manager.Import(createTestBeatmapSet(i)); } } Add(songSelect = new PlaySongSelect()); 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 load() { PlaySongSelect songSelect; if (manager == 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)); for (int i = 0; i < 100; i += 10) { manager.Import(createTestBeatmapSet(i)); } } Add(songSelect = new PlaySongSelect()); 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 override void Reset() { base.Reset(); if (db == null) { storage = new TestStorage(@"TestCasePlaySongSelect"); var backingDatabase = storage.GetDatabase(@"client"); rulesets = new RulesetDatabase(storage, backingDatabase); db = new BeatmapDatabase(storage, backingDatabase, rulesets); var sets = new List <BeatmapSetInfo>(); for (int i = 0; i < 100; i += 10) { sets.Add(createTestBeatmapSet(i)); } db.Import(sets); } Add(songSelect = new PlaySongSelect()); 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 void TestNewBeatmapSaveThenLoad() { AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); PushAndConfirm(() => new EditorLoader()); AddUntilStep("wait for editor load", () => editor?.IsLoaded == true); AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType <MetadataSection>().FirstOrDefault()?.IsLoaded == true); // We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten. AddStep("Enter compose mode", () => InputManager.Key(Key.F1)); AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType <HitObjectComposer>().FirstOrDefault()?.IsLoaded == true); AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7); AddStep("Set artist and title", () => { editorBeatmap.BeatmapInfo.Metadata.Artist = "artist"; editorBeatmap.BeatmapInfo.Metadata.Title = "title"; }); AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty"); AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint())); AddStep("Change to placement mode", () => InputManager.Key(Key.Number2)); AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre)); AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left)); checkMutations(); // After placement these must be non-default as defaults are read-only. AddAssert("Placed object has non-default control points", () => editorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT && editorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT); AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); checkMutations(); AddStep("Exit", () => InputManager.Key(Key.Escape)); AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); Screens.Select.SongSelect songSelect = null; PushAndConfirm(() => songSelect = new PlaySongSelect()); AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded); AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault); AddStep("Open options", () => InputManager.Key(Key.F3)); AddStep("Enter editor", () => InputManager.Key(Key.Number5)); AddUntilStep("Wait for editor load", () => editor != null); checkMutations(); }
protected void ReloadEditorToSameBeatmap() { AddStep("Exit", () => InputManager.Key(Key.Escape)); AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); SongSelect songSelect = null; PushAndConfirm(() => songSelect = new PlaySongSelect()); AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded); AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault); AddStep("Open options", () => InputManager.Key(Key.F3)); AddStep("Enter editor", () => InputManager.Key(Key.Number5)); AddUntilStep("Wait for editor load", () => Editor != null); }