mirror of https://github.com/ppy/osu
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Screens.Compose;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// Provides a clock, beat-divisor, and scrolling capability for test cases of editor components that
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/// are preferrably tested within the presence of a clock and seek controls.
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/// </summary>
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public abstract class EditorClockTestCase : OsuTestCase
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{
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protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
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protected readonly EditorClock Clock;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(parent);
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private OsuGameBase osuGame;
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protected EditorClockTestCase()
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{
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Clock = new EditorClock(new ControlPointInfo(), 5000, BeatDivisor) { IsCoupled = false };
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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this.osuGame = osuGame;
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dependencies.Cache(BeatDivisor);
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dependencies.CacheAs<IFrameBasedClock>(Clock);
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dependencies.CacheAs<IAdjustableClock>(Clock);
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osuGame.Beatmap.ValueChanged += beatmapChanged;
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beatmapChanged(osuGame.Beatmap.Value);
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}
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private void beatmapChanged(WorkingBeatmap working)
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{
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Clock.ControlPointInfo = working.Beatmap.ControlPointInfo;
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Clock.ChangeSource((IAdjustableClock)working.Track ?? new StopwatchClock());
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Clock.ProcessFrame();
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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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Clock.ProcessFrame();
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}
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protected override bool OnWheel(InputState state)
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{
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if (state.Mouse.WheelDelta > 0)
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Clock.SeekBackward(true);
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else
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Clock.SeekForward(true);
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return true;
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}
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protected override void Dispose(bool isDisposing)
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{
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osuGame.Beatmap.ValueChanged -= beatmapChanged;
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base.Dispose(isDisposing);
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}
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}
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}
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