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osu-lazer/osu.Game.Tests/Visual/TestCaseEditorSeekSnapping.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Screens.Compose;
using osu.Game.Tests.Beatmaps;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Tests.Visual
{
public class TestCaseEditorSeekSnapping : OsuTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
private Track track;
private HitObjectComposer composer;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(4);
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private DecoupleableInterpolatingFramedClock clock;
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private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(parent);
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame)
{
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clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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dependencies.CacheAs<IAdjustableClock>(clock);
dependencies.CacheAs<IFrameBasedClock>(clock);
dependencies.Cache(beatDivisor);
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var testBeatmap = new Beatmap
{
ControlPointInfo = new ControlPointInfo
{
TimingPoints =
{
new TimingControlPoint { Time = 0, BeatLength = 200},
new TimingControlPoint { Time = 100, BeatLength = 400 },
new TimingControlPoint { Time = 175, BeatLength = 800 },
new TimingControlPoint { Time = 350, BeatLength = 200 },
new TimingControlPoint { Time = 450, BeatLength = 100 },
new TimingControlPoint { Time = 500, BeatLength = 307.69230769230802 }
}
},
HitObjects =
{
new HitCircle { StartTime = 0 },
new HitCircle { StartTime = 5000 }
}
};
osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
track = osuGame.Beatmap.Value.Track;
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
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new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
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new Drawable[] { new TimingPointVisualiser(testBeatmap, track) { Clock = clock } },
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.Distributed),
new Dimension(GridSizeMode.AutoSize),
}
};
testSeekNoSnapping();
testSeekSnappingOnBeat();
testSeekSnappingInBetweenBeat();
testSeekForwardNoSnapping();
testSeekForwardSnappingOnBeat();
testSeekForwardSnappingFromInBetweenBeat();
testSeekBackwardSnappingOnBeat();
testSeekBackwardSnappingFromInBetweenBeat();
testSeekingWithFloatingPointBeatLength();
}
/// <summary>
/// Tests whether time is correctly seeked without snapping.
/// </summary>
private void testSeekNoSnapping()
{
reset();
// Forwards
AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(33)", () => composer.SeekTo(33));
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AddAssert("Time = 33", () => clock.CurrentTime == 33);
AddStep("Seek(89)", () => composer.SeekTo(89));
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AddAssert("Time = 89", () => clock.CurrentTime == 89);
// Backwards
AddStep("Seek(25)", () => composer.SeekTo(25));
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AddAssert("Time = 25", () => clock.CurrentTime == 25);
AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
}
/// <summary>
/// Tests whether seeking to exact beat times puts us on the beat time.
/// These are the white/yellow ticks on the graph.
/// </summary>
private void testSeekSnappingOnBeat()
{
reset();
AddStep("Seek(0), Snap", () => composer.SeekTo(0, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
}
/// <summary>
/// Tests whether seeking to somewhere in the middle between beats puts us on the expected beats.
/// For example, snapping between a white/yellow beat should put us on either the yellow or white, depending on which one we're closer too.
/// If
/// </summary>
private void testSeekSnappingInBetweenBeat()
{
reset();
AddStep("Seek(24), Snap", () => composer.SeekTo(24, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
}
/// <summary>
/// Tests that when seeking forward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
/// </summary>
private void testSeekForwardNoSnapping()
{
reset();
AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 200", () => clock.CurrentTime == 200);
AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
}
/// <summary>
/// Tests that when seeking forward with beat snapping, all beats are snapped to and timing points are never skipped.
/// </summary>
private void testSeekForwardSnappingOnBeat()
{
reset();
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
}
/// <summary>
/// Tests that when seeking forward from in-between two beats, the next beat or timing point is snapped to, and no beats are skipped.
/// This will also test being extremely close to the next beat/timing point, to ensure rounding is not an issue.
/// </summary>
private void testSeekForwardSnappingFromInBetweenBeat()
{
reset();
AddStep("Seek(49)", () => composer.SeekTo(49));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(99)", () => composer.SeekTo(99));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(174)", () => composer.SeekTo(174));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(349)", () => composer.SeekTo(349));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("Seek(399)", () => composer.SeekTo(399));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("Seek(449)", () => composer.SeekTo(449));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
}
/// <summary>
/// Tests that when seeking backward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
/// </summary>
private void testSeekBackwardNoSnapping()
{
reset();
AddStep("Seek(450)", () => composer.SeekTo(450));
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 425", () => clock.CurrentTime == 425);
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 375", () => clock.CurrentTime == 375);
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 325", () => clock.CurrentTime == 325);
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 125", () => clock.CurrentTime == 125);
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 25", () => clock.CurrentTime == 25);
AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
}
/// <summary>
/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
/// </summary>
private void testSeekBackwardSnappingOnBeat()
{
reset();
AddStep("Seek(450)", () => composer.SeekTo(450));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
}
/// <summary>
/// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped.
/// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue.
/// </summary>
private void testSeekBackwardSnappingFromInBetweenBeat()
{
reset();
AddStep("Seek(451)", () => composer.SeekTo(451));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("Seek(401)", () => composer.SeekTo(401));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
}
/// <summary>
/// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength.
/// </summary>
private void testSeekingWithFloatingPointBeatLength()
{
reset();
double lastTime = 0;
AddStep("Seek(0)", () => composer.SeekTo(0));
for (int i = 0; i < 20; i++)
{
AddStep("SeekForward, Snap", () =>
{
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lastTime = clock.CurrentTime;
composer.SeekForward(true);
});
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AddAssert("Time > lastTime", () => clock.CurrentTime > lastTime);
}
for (int i = 0; i < 20; i++)
{
AddStep("SeekBackward, Snap", () =>
{
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lastTime = clock.CurrentTime;
composer.SeekBackward(true);
});
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AddAssert("Time < lastTime", () => clock.CurrentTime < lastTime);
}
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
}
private void reset()
{
AddStep("Reset", () => composer.SeekTo(0));
}
private class TestHitObjectComposer : HitObjectComposer
{
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public TestHitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
protected override IReadOnlyList<ICompositionTool> CompositionTools => new ICompositionTool[0];
}
private class TimingPointVisualiser : CompositeDrawable
{
private readonly Track track;
private readonly Drawable tracker;
public TimingPointVisualiser(Beatmap beatmap, Track track)
{
this.track = track;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Width = 0.75f;
FillFlowContainer timelineContainer;
InternalChildren = new Drawable[]
{
new Box
{
Name = "Background",
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black.Opacity(85f)
},
new Container
{
Name = "Tracks",
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding(15),
Children = new[]
{
tracker = new Box
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
RelativePositionAxes = Axes.X,
Width = 2,
Colour = Color4.Red,
},
timelineContainer = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(0, 5)
},
}
}
};
var timingPoints = beatmap.ControlPointInfo.TimingPoints;
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint next = i == timingPoints.Count - 1 ? null : timingPoints[i + 1];
timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? beatmap.HitObjects.Last().StartTime, track.Length));
}
}
protected override void Update()
{
base.Update();
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tracker.X = (float)(Time.Current / track.Length);
}
private class TimingPointTimeline : CompositeDrawable
{
public TimingPointTimeline(TimingControlPoint timingPoint, double endTime, double fullDuration)
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Box createMainTick(double time) => new Box
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomCentre,
RelativePositionAxes = Axes.X,
X = (float)(time / fullDuration),
Height = 10,
Width = 2
};
Box createBeatTick(double time) => new Box
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomCentre,
RelativePositionAxes = Axes.X,
X = (float)(time / fullDuration),
Height = 5,
Width = 2,
Colour = time > endTime ? Color4.Gray : Color4.Yellow
};
AddInternal(createMainTick(timingPoint.Time));
AddInternal(createMainTick(endTime));
for (double t = timingPoint.Time + timingPoint.BeatLength / 4; t < fullDuration; t += timingPoint.BeatLength / 4)
AddInternal(createBeatTick(t));
}
}
}
}
}