osu/osu.Game.Tests/Visual/Editing/TestSceneEditorSeekSnapping.cs

427 lines
16 KiB
C#

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