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https://github.com/ppy/osu
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115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
// 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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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
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public partial class TestSceneSongProgress : SkinnableHUDComponentTestScene
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{
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private GameplayClockContainer gameplayClockContainer = null!;
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private Box background = null!;
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private const double skip_target_time = -2000;
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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FrameStabilityContainer frameStabilityContainer;
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AddRange(new Drawable[]
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{
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background = new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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Depth = float.MaxValue
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},
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gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time)
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{
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Child = frameStabilityContainer = new FrameStabilityContainer
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{
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MaxCatchUpFrames = 1
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}
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}
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});
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Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
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Dependencies.CacheAs<IFrameStableClock>(frameStabilityContainer);
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}
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[SetUpSteps]
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public void SetupSteps()
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{
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AddStep("reset clock", () => gameplayClockContainer.Reset());
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AddStep("set hit objects", () => this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = Beatmap.Value.Beatmap.HitObjects));
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AddStep("hook seeking", () =>
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{
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applyToDefaultProgress(d => d.ChildrenOfType<DefaultSongProgressBar>().Single().OnSeek += t => gameplayClockContainer.Seek(t));
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applyToArgonProgress(d => d.ChildrenOfType<ArgonSongProgressBar>().Single().OnSeek += t => gameplayClockContainer.Seek(t));
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});
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AddStep("seek to intro", () => gameplayClockContainer.Seek(skip_target_time));
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AddStep("start", () => gameplayClockContainer.Start());
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}
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[Test]
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public void TestBasic()
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{
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AddToggleStep("toggle seeking", b =>
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{
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applyToDefaultProgress(s => s.Interactive.Value = b);
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applyToArgonProgress(s => s.Interactive.Value = b);
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});
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AddToggleStep("toggle graph", b =>
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{
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applyToDefaultProgress(s => s.ShowGraph.Value = b);
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applyToArgonProgress(s => s.ShowGraph.Value = b);
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});
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AddStep("set white background", () => background.FadeColour(Color4.White, 200, Easing.OutQuint));
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AddStep("randomise background colour", () => background.FadeColour(new Colour4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1), 200, Easing.OutQuint));
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AddStep("stop", gameplayClockContainer.Stop);
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}
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[Test]
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public void TestSeekToKnownTime()
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{
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AddStep("seek to known time", () => gameplayClockContainer.Seek(60000));
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AddWaitStep("wait some for seek", 15);
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AddStep("stop", () => gameplayClockContainer.Stop());
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}
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private void applyToArgonProgress(Action<ArgonSongProgress> action) =>
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this.ChildrenOfType<ArgonSongProgress>().ForEach(action);
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private void applyToDefaultProgress(Action<DefaultSongProgress> action) =>
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this.ChildrenOfType<DefaultSongProgress>().ForEach(action);
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protected override Drawable CreateDefaultImplementation() => new DefaultSongProgress();
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protected override Drawable CreateArgonImplementation() => new ArgonSongProgress();
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protected override Drawable CreateLegacyImplementation() => new LegacySongProgress();
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}
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}
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