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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSongProgress.cs

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// 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.
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using System;
using System.Linq;
using System.Threading;
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using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Testing;
using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[TestFixture]
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public partial class TestSceneSongProgress : SkinnableHUDComponentTestScene
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{
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private GameplayClockContainer gameplayClockContainer = null!;
private Box background = null!;
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private const double skip_target_time = -2000;
[BackgroundDependencyLoader]
private void load()
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
FrameStabilityContainer frameStabilityContainer;
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AddRange(new Drawable[]
{
background = new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Depth = float.MaxValue
},
gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time)
{
Child = frameStabilityContainer = new FrameStabilityContainer
{
Child = new FakeLoad()
}
}
});
Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
Dependencies.CacheAs<IFrameStableClock>(frameStabilityContainer);
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}
private partial class FakeLoad : Drawable
{
protected override void Update()
{
base.Update();
Thread.Sleep(1);
}
}
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[SetUpSteps]
public void SetupSteps()
{
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AddStep("reset clock", () => gameplayClockContainer.Reset());
AddStep("set hit objects", () => this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = Beatmap.Value.Beatmap.HitObjects));
AddStep("hook seeking", () =>
{
applyToDefaultProgress(d => d.ChildrenOfType<DefaultSongProgressBar>().Single().OnSeek += t => gameplayClockContainer.Seek(t));
applyToArgonProgress(d => d.ChildrenOfType<ArgonSongProgressBar>().Single().OnSeek += t => gameplayClockContainer.Seek(t));
});
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AddStep("seek to intro", () => gameplayClockContainer.Seek(skip_target_time));
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AddStep("start", () => gameplayClockContainer.Start());
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}
[Test]
public void TestBasic()
{
AddToggleStep("toggle seeking", b =>
{
applyToDefaultProgress(s => s.Interactive.Value = b);
applyToArgonProgress(s => s.Interactive.Value = b);
});
AddToggleStep("toggle graph", b =>
{
applyToDefaultProgress(s => s.ShowGraph.Value = b);
applyToArgonProgress(s => s.ShowGraph.Value = b);
});
AddStep("set white background", () => background.FadeColour(Color4.White, 200, Easing.OutQuint));
AddStep("randomise background colour", () => background.FadeColour(new Colour4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1), 200, Easing.OutQuint));
AddStep("stop", gameplayClockContainer.Stop);
}
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[Test]
public void TestSeekToKnownTime()
{
AddStep("seek to known time", () => gameplayClockContainer.Seek(60000));
AddWaitStep("wait some for seek", 15);
AddStep("stop", () => gameplayClockContainer.Stop());
}
private void applyToArgonProgress(Action<ArgonSongProgress> action) =>
this.ChildrenOfType<ArgonSongProgress>().ForEach(action);
private void applyToDefaultProgress(Action<DefaultSongProgress> action) =>
this.ChildrenOfType<DefaultSongProgress>().ForEach(action);
protected override Drawable CreateDefaultImplementation() => new DefaultSongProgress();
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protected override Drawable CreateArgonImplementation() => new ArgonSongProgress();
protected override Drawable CreateLegacyImplementation() => new LegacySongProgress();
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}
}