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https://github.com/ppy/osu
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d4e5a612ea
This allows fetching the correct `DifficultyControlPoint` from the hitobject. Nothing more.
174 lines
6.2 KiB
C#
174 lines
6.2 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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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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.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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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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public class TestSceneDistanceSnapGrid : EditorClockTestScene
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{
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private const double beat_length = 100;
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private static readonly Vector2 grid_position = new Vector2(512, 384);
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[Cached(typeof(EditorBeatmap))]
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private readonly EditorBeatmap editorBeatmap;
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[Cached(typeof(IPositionSnapProvider))]
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private readonly SnapProvider snapProvider = new SnapProvider();
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public TestSceneDistanceSnapGrid()
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{
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editorBeatmap = new EditorBeatmap(new OsuBeatmap());
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editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = beat_length });
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}
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.SlateGray
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},
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new TestDistanceSnapGrid()
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};
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});
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[TestCase(1)]
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[TestCase(2)]
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[TestCase(3)]
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[TestCase(4)]
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[TestCase(6)]
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[TestCase(8)]
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[TestCase(12)]
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[TestCase(16)]
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public void TestBeatDivisor(int divisor)
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{
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AddStep($"set beat divisor = {divisor}", () => BeatDivisor.Value = divisor);
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}
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[Test]
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public void TestLimitedDistance()
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{
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AddStep("create limited grid", () =>
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.SlateGray
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},
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new TestDistanceSnapGrid(100)
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};
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});
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}
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private class TestDistanceSnapGrid : DistanceSnapGrid
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{
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public new float DistanceSpacing => base.DistanceSpacing;
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public TestDistanceSnapGrid(double? endTime = null)
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: base(new HitObject(), grid_position, 0, endTime)
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{
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}
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protected override void CreateContent()
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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Position = StartPosition
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});
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int indexFromPlacement = 0;
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for (float s = StartPosition.X + DistanceSpacing; s <= DrawWidth && indexFromPlacement < MaxIntervals; s += DistanceSpacing, indexFromPlacement++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5, 10),
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Position = new Vector2(s, StartPosition.Y),
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Colour = GetColourForIndexFromPlacement(indexFromPlacement)
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});
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}
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indexFromPlacement = 0;
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for (float s = StartPosition.X - DistanceSpacing; s >= 0 && indexFromPlacement < MaxIntervals; s -= DistanceSpacing, indexFromPlacement++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5, 10),
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Position = new Vector2(s, StartPosition.Y),
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Colour = GetColourForIndexFromPlacement(indexFromPlacement)
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});
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}
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indexFromPlacement = 0;
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for (float s = StartPosition.Y + DistanceSpacing; s <= DrawHeight && indexFromPlacement < MaxIntervals; s += DistanceSpacing, indexFromPlacement++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(10, 5),
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Position = new Vector2(StartPosition.X, s),
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Colour = GetColourForIndexFromPlacement(indexFromPlacement)
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});
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}
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indexFromPlacement = 0;
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for (float s = StartPosition.Y - DistanceSpacing; s >= 0 && indexFromPlacement < MaxIntervals; s -= DistanceSpacing, indexFromPlacement++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(10, 5),
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Position = new Vector2(StartPosition.X, s),
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Colour = GetColourForIndexFromPlacement(indexFromPlacement)
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});
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}
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}
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 screenSpacePosition)
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=> (Vector2.Zero, 0);
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}
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private class SnapProvider : IPositionSnapProvider
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{
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
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public float GetBeatSnapDistanceAt(HitObject referenceObject) => 10;
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public float DurationToDistance(HitObject referenceObject, double duration) => (float)duration;
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public double DistanceToDuration(HitObject referenceObject, float distance) => distance;
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public double GetSnappedDurationFromDistance(HitObject referenceObject, float distance) => 0;
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public float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance) => 0;
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}
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}
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}
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