mirror of https://github.com/ppy/osu
99 lines
3.1 KiB
C#
99 lines
3.1 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.Collections.Generic;
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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.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
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public class TestSceneSongProgress : OsuTestScene
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{
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private readonly SongProgress progress;
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private readonly TestSongProgressGraph graph;
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private readonly StopwatchClock clock;
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[Cached]
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private readonly GameplayClock gameplayClock;
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private readonly FramedClock framedClock;
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public TestSceneSongProgress()
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{
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clock = new StopwatchClock(true);
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gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
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Add(progress = new SongProgress
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{
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RelativeSizeAxes = Axes.X,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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});
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Add(graph = new TestSongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Height = 200,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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});
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AddWaitStep("wait some", 5);
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AddAssert("ensure not created", () => graph.CreationCount == 0);
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AddStep("display values", displayNewValues);
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AddWaitStep("wait some", 5);
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AddUntilStep("wait for creation count", () => graph.CreationCount == 1);
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AddStep("Toggle Bar", () => progress.AllowSeeking = !progress.AllowSeeking);
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AddWaitStep("wait some", 5);
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AddUntilStep("wait for creation count", () => graph.CreationCount == 1);
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AddStep("Toggle Bar", () => progress.AllowSeeking = !progress.AllowSeeking);
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AddWaitStep("wait some", 5);
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AddUntilStep("wait for creation count", () => graph.CreationCount == 1);
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AddRepeatStep("New Values", displayNewValues, 5);
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AddWaitStep("wait some", 5);
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AddAssert("ensure debounced", () => graph.CreationCount == 2);
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}
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private void displayNewValues()
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{
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List<HitObject> objects = new List<HitObject>();
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for (double i = 0; i < 5000; i += RNG.NextDouble() * 10 + i / 1000)
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objects.Add(new HitObject { StartTime = i });
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progress.Objects = objects;
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graph.Objects = objects;
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progress.RequestSeek = pos => clock.Seek(pos);
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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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framedClock.ProcessFrame();
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}
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private class TestSongProgressGraph : SongProgressGraph
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{
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public int CreationCount { get; private set; }
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protected override void RecreateGraph()
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{
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base.RecreateGraph();
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CreationCount++;
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}
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}
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}
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}
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