2019-01-24 08:43:03 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 09:19:50 +00:00
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using osu.Framework.Allocation;
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2019-02-21 10:04:31 +00:00
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using osu.Framework.Bindables;
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2018-10-02 03:02:47 +00:00
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using osu.Framework.Input.Events;
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2018-04-13 09:19:50 +00:00
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// Provides a clock, beat-divisor, and scrolling capability for test cases of editor components that
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/// are preferrably tested within the presence of a clock and seek controls.
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/// </summary>
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2019-05-14 19:37:25 +00:00
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public abstract class EditorClockTestScene : OsuTestScene
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{
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protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
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2019-04-25 08:36:17 +00:00
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protected new readonly EditorClock Clock;
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2019-05-14 19:37:25 +00:00
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protected EditorClockTestScene()
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{
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Clock = new EditorClock(new ControlPointInfo(), 5000, BeatDivisor) { IsCoupled = false };
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}
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2018-07-11 08:07:14 +00:00
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.Cache(BeatDivisor);
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dependencies.CacheAs<IFrameBasedClock>(Clock);
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dependencies.CacheAs<IAdjustableClock>(Clock);
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return dependencies;
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}
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2018-04-13 09:19:50 +00:00
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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2019-02-21 09:56:34 +00:00
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
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{
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Clock.ControlPointInfo = e.NewValue.Beatmap.ControlPointInfo;
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Clock.ChangeSource((IAdjustableClock)e.NewValue.Track ?? new StopwatchClock());
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Clock.ProcessFrame();
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}
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protected override void Update()
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{
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base.Update();
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Clock.ProcessFrame();
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}
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2018-10-02 03:02:47 +00:00
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protected override bool OnScroll(ScrollEvent e)
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{
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if (e.ScrollDelta.Y > 0)
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Clock.SeekBackward(true);
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else
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Clock.SeekForward(true);
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return true;
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}
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}
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}
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