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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.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Framework.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[TestFixture]
public class TestSceneSongProgress : OsuTestScene
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{
private readonly SongProgress progress;
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private readonly TestSongProgressGraph graph;
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private readonly StopwatchClock clock;
[Cached]
private readonly GameplayClock gameplayClock;
private readonly FramedClock framedClock;
public TestSceneSongProgress()
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{
clock = new StopwatchClock(true);
gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
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Add(progress = new SongProgress
{
RelativeSizeAxes = Axes.X,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
});
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Add(graph = new TestSongProgressGraph
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{
RelativeSizeAxes = Axes.X,
Height = 200,
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
});
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AddWaitStep("wait some", 5);
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AddAssert("ensure not created", () => graph.CreationCount == 0);
AddStep("display values", displayNewValues);
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AddWaitStep("wait some", 5);
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);
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);
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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}
private void displayNewValues()
{
List<HitObject> objects = new List<HitObject>();
for (double i = 0; i < 5000; i += RNG.NextDouble() * 10 + i / 1000)
objects.Add(new HitObject { StartTime = i });
progress.Objects = objects;
graph.Objects = objects;
progress.RequestSeek = pos => clock.Seek(pos);
}
protected override void Update()
{
base.Update();
framedClock.ProcessFrame();
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}
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private class TestSongProgressGraph : SongProgressGraph
{
public int CreationCount { get; private set; }
protected override void RecreateGraph()
{
base.RecreateGraph();
CreationCount++;
}
}
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}
}