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

80 lines
2.7 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.
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSeeking : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = base.CreateBeatmap(ruleset);
beatmap.BeatmapInfo.BeatDivisor = 1;
beatmap.ControlPointInfo = new ControlPointInfo();
beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 });
beatmap.ControlPointInfo.Add(2000, new TimingControlPoint { BeatLength = 500 });
return beatmap;
}
[Test]
public void TestSnappedSeeking()
{
AddStep("seek to 0", () => EditorClock.Seek(0));
AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
pressAndCheckTime(Key.Right, 1000);
pressAndCheckTime(Key.Right, 2000);
pressAndCheckTime(Key.Right, 2500);
pressAndCheckTime(Key.Right, 3000);
pressAndCheckTime(Key.Left, 2500);
pressAndCheckTime(Key.Left, 2000);
pressAndCheckTime(Key.Left, 1000);
}
[Test]
public void TestSnappedSeekingAfterControlPointChange()
{
AddStep("seek to 0", () => EditorClock.Seek(0));
AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
pressAndCheckTime(Key.Right, 1000);
pressAndCheckTime(Key.Right, 2000);
pressAndCheckTime(Key.Right, 2500);
pressAndCheckTime(Key.Right, 3000);
AddStep("remove 2nd timing point", () =>
{
EditorBeatmap.BeginChange();
var group = EditorBeatmap.ControlPointInfo.GroupAt(2000);
EditorBeatmap.ControlPointInfo.RemoveGroup(group);
EditorBeatmap.EndChange();
});
pressAndCheckTime(Key.Left, 2000);
pressAndCheckTime(Key.Left, 1000);
pressAndCheckTime(Key.Right, 2000);
pressAndCheckTime(Key.Right, 3000);
}
private void pressAndCheckTime(Key key, double expectedTime)
{
AddStep($"press {key}", () => InputManager.Key(key));
AddUntilStep($"time is {expectedTime}", () => Precision.AlmostEquals(expectedTime, EditorClock.CurrentTime, 1));
}
}
}