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https://github.com/ppy/osu
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Add test coverage of selection preferring closest objects
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@ -6,21 +6,21 @@
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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using osuTK.Input;
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@ -217,6 +217,75 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("2 hitobjects selected", () => EditorBeatmap.SelectedHitObjects.Count == 2 && !EditorBeatmap.SelectedHitObjects.Contains(addedObjects[1]));
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}
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[Test]
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public void TestNearestSelection()
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{
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var firstObject = new HitCircle { Position = new Vector2(256, 192), StartTime = 0 };
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var secondObject = new HitCircle { Position = new Vector2(256, 192), StartTime = 600 };
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[] { firstObject, secondObject }));
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moveMouseToObject(() => firstObject);
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AddStep("seek near first", () => EditorClock.Seek(100));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("first selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(firstObject));
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddStep("seek near second", () => EditorClock.Seek(500));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("second selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(secondObject));
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddStep("seek halfway", () => EditorClock.Seek(300));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("first selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(firstObject));
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}
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[Test]
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public void TestNearestSelectionWithEndTime()
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{
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var firstObject = new Slider
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{
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Position = new Vector2(256, 192),
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StartTime = 0,
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Path = new SliderPath(new[]
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{
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new PathControlPoint(),
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new PathControlPoint(new Vector2(50, 0)),
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})
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};
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var secondObject = new HitCircle
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{
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Position = new Vector2(256, 192),
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StartTime = 600
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};
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new HitObject[] { firstObject, secondObject }));
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moveMouseToObject(() => firstObject);
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AddStep("seek near first", () => EditorClock.Seek(100));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("first selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(firstObject));
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddStep("seek near second", () => EditorClock.Seek(500));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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AddAssert("second selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(secondObject));
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddStep("seek roughly halfway", () => EditorClock.Seek(350));
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AddStep("left click", () => InputManager.Click(MouseButton.Left));
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// Slider gets priority due to end time.
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AddAssert("first selected", () => EditorBeatmap.SelectedHitObjects.Single(), () => Is.EqualTo(firstObject));
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}
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[TestCase(false)]
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[TestCase(true)]
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public void TestMultiSelectFromDrag(bool alreadySelectedBeforeDrag)
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