mirror of https://github.com/ppy/osu
427 lines
16 KiB
C#
427 lines
16 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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#nullable disable
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using NUnit.Framework;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Editing
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{
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[TestFixture]
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public partial class TestSceneEditorSeekSnapping : EditorClockTestScene
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{
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public TestSceneEditorSeekSnapping()
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{
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BeatDivisor.Value = 4;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Child = new TimingPointVisualiser(Beatmap.Value.Beatmap, 5000) { Clock = EditorClock };
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}
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protected override Beatmap CreateEditorClockBeatmap()
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{
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var testBeatmap = new Beatmap
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{
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ControlPointInfo = new ControlPointInfo(),
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HitObjects =
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{
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new HitCircle { StartTime = 0 },
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new HitCircle { StartTime = 5000 }
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}
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};
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testBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 200 });
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testBeatmap.ControlPointInfo.Add(100, new TimingControlPoint { BeatLength = 400 });
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testBeatmap.ControlPointInfo.Add(175, new TimingControlPoint { BeatLength = 800 });
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testBeatmap.ControlPointInfo.Add(350, new TimingControlPoint { BeatLength = 200 });
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testBeatmap.ControlPointInfo.Add(450, new TimingControlPoint { BeatLength = 100 });
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testBeatmap.ControlPointInfo.Add(500, new TimingControlPoint { BeatLength = 307.69230769230802 });
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return testBeatmap;
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}
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/// <summary>
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/// Tests whether time is correctly seeked without snapping.
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/// </summary>
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[Test]
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public void TestSeekNoSnapping()
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{
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reset();
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// Forwards
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AddStep("Seek(0)", () => EditorClock.Seek(0));
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checkTime(0);
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AddStep("Seek(33)", () => EditorClock.Seek(33));
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checkTime(33);
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AddStep("Seek(89)", () => EditorClock.Seek(89));
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checkTime(89);
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// Backwards
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AddStep("Seek(25)", () => EditorClock.Seek(25));
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checkTime(25);
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AddStep("Seek(0)", () => EditorClock.Seek(0));
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checkTime(0);
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}
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/// <summary>
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/// Tests whether seeking to exact beat times puts us on the beat time.
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/// These are the white/yellow ticks on the graph.
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/// </summary>
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[Test]
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public void TestSeekSnappingOnBeat()
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{
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reset();
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AddStep("Seek(0), Snap", () => EditorClock.SeekSnapped(0));
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checkTime(0);
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AddStep("Seek(50), Snap", () => EditorClock.SeekSnapped(50));
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checkTime(50);
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AddStep("Seek(100), Snap", () => EditorClock.SeekSnapped(100));
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checkTime(100);
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AddStep("Seek(175), Snap", () => EditorClock.SeekSnapped(175));
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checkTime(175);
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AddStep("Seek(350), Snap", () => EditorClock.SeekSnapped(350));
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checkTime(350);
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AddStep("Seek(400), Snap", () => EditorClock.SeekSnapped(400));
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checkTime(400);
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AddStep("Seek(450), Snap", () => EditorClock.SeekSnapped(450));
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checkTime(450);
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}
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/// <summary>
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/// Tests whether seeking to somewhere in the middle between beats puts us on the expected beats.
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/// For example, snapping between a white/yellow beat should put us on either the yellow or white, depending on which one we're closer too.
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/// </summary>
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[Test]
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public void TestSeekSnappingInBetweenBeat()
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{
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reset();
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AddStep("Seek(24), Snap", () => EditorClock.SeekSnapped(24));
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checkTime(0);
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AddStep("Seek(26), Snap", () => EditorClock.SeekSnapped(26));
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checkTime(50);
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AddStep("Seek(150), Snap", () => EditorClock.SeekSnapped(150));
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checkTime(100);
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AddStep("Seek(170), Snap", () => EditorClock.SeekSnapped(170));
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checkTime(175);
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AddStep("Seek(274), Snap", () => EditorClock.SeekSnapped(274));
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checkTime(175);
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AddStep("Seek(276), Snap", () => EditorClock.SeekSnapped(276));
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checkTime(350);
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}
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/// <summary>
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/// Tests that when seeking forward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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[Test]
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public void TestSeekForwardNoSnapping()
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{
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reset();
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AddStep("SeekForward", () => EditorClock.SeekForward());
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checkTime(50);
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AddStep("SeekForward", () => EditorClock.SeekForward());
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checkTime(100);
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AddStep("SeekForward", () => EditorClock.SeekForward());
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checkTime(200);
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AddStep("SeekForward", () => EditorClock.SeekForward());
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checkTime(400);
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AddStep("SeekForward", () => EditorClock.SeekForward());
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checkTime(450);
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}
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/// <summary>
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/// Tests that when seeking forward with beat snapping, all beats are snapped to and timing points are never skipped.
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/// </summary>
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[Test]
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public void TestSeekForwardSnappingOnBeat()
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{
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reset();
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(50);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(100);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(175);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(350);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(400);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(450);
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}
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/// <summary>
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/// Tests that when seeking forward from in-between two beats, the next beat or timing point is snapped to, and no beats are skipped.
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/// This will also test being extremely close to the next beat/timing point, to ensure rounding is not an issue.
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/// </summary>
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[Test]
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public void TestSeekForwardSnappingFromInBetweenBeat()
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{
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reset();
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AddStep("Seek(49)", () => EditorClock.Seek(49));
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checkTime(49);
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(50);
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AddStep("Seek(49.999)", () => EditorClock.Seek(49.999));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(100);
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AddStep("Seek(99)", () => EditorClock.Seek(99));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(100);
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AddStep("Seek(99.999)", () => EditorClock.Seek(99.999));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(150);
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AddStep("Seek(174)", () => EditorClock.Seek(174));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(175);
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AddStep("Seek(349)", () => EditorClock.Seek(349));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(350);
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AddStep("Seek(399)", () => EditorClock.Seek(399));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(400);
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AddStep("Seek(449)", () => EditorClock.Seek(449));
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AddStep("SeekForward, Snap", () => EditorClock.SeekForward(true));
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checkTime(450);
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}
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/// <summary>
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/// Tests that when seeking backward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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[Test]
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public void TestSeekBackwardNoSnapping()
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{
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reset();
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AddStep("Seek(450)", () => EditorClock.Seek(450));
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checkTime(450);
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AddStep("SeekBackward", () => EditorClock.SeekBackward());
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checkTime(400);
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AddStep("SeekBackward", () => EditorClock.SeekBackward());
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checkTime(350);
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AddStep("SeekBackward", () => EditorClock.SeekBackward());
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checkTime(150);
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AddStep("SeekBackward", () => EditorClock.SeekBackward());
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checkTime(50);
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AddStep("SeekBackward", () => EditorClock.SeekBackward());
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checkTime(0);
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}
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/// <summary>
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/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
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/// </summary>
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[Test]
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public void TestSeekBackwardSnappingOnBeat()
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{
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reset();
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AddStep("Seek(450)", () => EditorClock.Seek(450));
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checkTime(450);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(400);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(350);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(175);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(100);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(50);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(0);
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}
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/// <summary>
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/// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped.
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/// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue.
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/// </summary>
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[Test]
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public void TestSeekBackwardSnappingFromInBetweenBeat()
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{
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reset();
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AddStep("Seek(451)", () => EditorClock.Seek(451));
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checkTime(451);
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(450);
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AddStep("Seek(450.999)", () => EditorClock.Seek(450.999));
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(450);
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AddStep("Seek(401)", () => EditorClock.Seek(401));
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(400);
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AddStep("Seek(401.999)", () => EditorClock.Seek(401.999));
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AddStep("SeekBackward, Snap", () => EditorClock.SeekBackward(true));
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checkTime(400);
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}
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/// <summary>
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/// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength.
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/// </summary>
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[Test]
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public void TestSeekingWithFloatingPointBeatLength()
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{
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reset();
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double lastTime = 0;
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AddStep("Seek(0)", () => EditorClock.Seek(0));
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checkTime(0);
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for (int i = 0; i < 9; i++)
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{
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AddStep("SeekForward, Snap", () =>
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{
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lastTime = EditorClock.CurrentTime;
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EditorClock.SeekForward(true);
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});
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AddAssert("Time > lastTime", () => EditorClock.CurrentTime > lastTime);
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}
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for (int i = 0; i < 9; i++)
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{
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AddStep("SeekBackward, Snap", () =>
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{
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lastTime = EditorClock.CurrentTime;
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EditorClock.SeekBackward(true);
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});
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AddAssert("Time < lastTime", () => EditorClock.CurrentTime < lastTime);
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}
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checkTime(0);
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}
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private void checkTime(double expectedTime) => AddUntilStep($"Current time is {expectedTime}", () => EditorClock.CurrentTime, () => Is.EqualTo(expectedTime));
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private void reset()
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{
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AddStep("Reset", () => EditorClock.Seek(0));
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}
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private partial class TimingPointVisualiser : CompositeDrawable
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{
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private readonly double length;
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private readonly Drawable tracker;
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public TimingPointVisualiser(IBeatmap beatmap, double length)
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{
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this.length = length;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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Width = 0.75f;
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FillFlowContainer timelineContainer;
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InternalChildren = new Drawable[]
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{
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new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(85f)
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},
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new Container
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{
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Name = "Tracks",
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Padding = new MarginPadding(15),
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Children = new[]
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{
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tracker = new Box
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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RelativePositionAxes = Axes.X,
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Width = 2,
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Colour = Color4.Red,
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},
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timelineContainer = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(0, 5)
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},
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}
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}
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};
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var timingPoints = beatmap.ControlPointInfo.TimingPoints;
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for (int i = 0; i < timingPoints.Count; i++)
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{
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TimingControlPoint next = i == timingPoints.Count - 1 ? null : timingPoints[i + 1];
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timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? length, length));
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}
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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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tracker.X = (float)(Time.Current / length);
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}
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private partial class TimingPointTimeline : CompositeDrawable
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{
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public TimingPointTimeline(TimingControlPoint timingPoint, double endTime, double fullDuration)
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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Box createMainTick(double time) => new Box
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomCentre,
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RelativePositionAxes = Axes.X,
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X = (float)(time / fullDuration),
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Height = 10,
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Width = 2
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};
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Box createBeatTick(double time) => new Box
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomCentre,
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RelativePositionAxes = Axes.X,
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X = (float)(time / fullDuration),
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Height = 5,
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Width = 2,
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Colour = time > endTime ? Color4.Gray : Color4.Yellow
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};
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AddInternal(createMainTick(timingPoint.Time));
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AddInternal(createMainTick(endTime));
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for (double t = timingPoint.Time + timingPoint.BeatLength / 4; t < fullDuration; t += timingPoint.BeatLength / 4)
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AddInternal(createBeatTick(t));
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}
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}
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}
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}
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}
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