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osu-lazer/osu.Game.Tests/Visual/Editing/TestSceneEditorSeeking.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.
using System.Linq;
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using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
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using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public partial class TestSceneEditorSeeking : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = base.CreateBeatmap(ruleset);
beatmap.BeatmapInfo.BeatDivisor = 1;
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beatmap.ControlPointInfo.Clear();
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 });
beatmap.ControlPointInfo.Add(2000, new TimingControlPoint { BeatLength = 500 });
beatmap.ControlPointInfo.Add(20000, new TimingControlPoint { BeatLength = 500 });
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return beatmap;
}
[Test]
public void TestSeekToFirst()
{
pressAndCheckTime(Key.Z, 2170);
pressAndCheckTime(Key.Z, 0);
pressAndCheckTime(Key.Z, 2170);
AddAssert("track not running", () => !EditorClock.IsRunning);
}
[Test]
public void TestRestart()
{
pressAndCheckTime(Key.V, 227170);
AddAssert("track not running", () => !EditorClock.IsRunning);
AddStep("press X", () => InputManager.Key(Key.X));
AddAssert("track running", () => EditorClock.IsRunning);
AddAssert("time restarted", () => EditorClock.CurrentTime < 100000);
}
[Test]
public void TestPauseResume()
{
AddAssert("track not running", () => !EditorClock.IsRunning);
AddStep("press C", () => InputManager.Key(Key.C));
AddAssert("track running", () => EditorClock.IsRunning);
AddStep("press C", () => InputManager.Key(Key.C));
AddAssert("track not running", () => !EditorClock.IsRunning);
}
[Test]
public void TestSeekToLast()
{
pressAndCheckTime(Key.V, 227170);
pressAndCheckTime(Key.V, 229170);
pressAndCheckTime(Key.V, 227170);
AddAssert("track not running", () => !EditorClock.IsRunning);
}
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[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);
}
[Test]
public void TestSeekBetweenControlPoints()
{
AddStep("seek to 0", () => EditorClock.Seek(0));
AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
// already at first control point, noop
pressAndCheckTime(Key.Up, 0);
pressAndCheckTime(Key.Down, 2000);
pressAndCheckTime(Key.Down, 20000);
// at last control point, noop
pressAndCheckTime(Key.Down, 20000);
pressAndCheckTime(Key.Up, 2000);
pressAndCheckTime(Key.Up, 0);
pressAndCheckTime(Key.Up, 0);
}
[Test]
public void TestSeekBetweenObjects()
{
AddStep("add objects", () =>
{
EditorBeatmap.Clear();
EditorBeatmap.AddRange(new[]
{
new HitCircle { StartTime = 1000, },
new HitCircle { StartTime = 2250, },
new HitCircle { StartTime = 3600, },
});
});
AddStep("seek to 0", () => EditorClock.Seek(0));
pressAndCheckTime(Key.Right, 1000, Key.ControlLeft);
pressAndCheckTime(Key.Right, 2250, Key.ControlLeft);
pressAndCheckTime(Key.Right, 3600, Key.ControlLeft);
pressAndCheckTime(Key.Right, 3600, Key.ControlLeft);
pressAndCheckTime(Key.Left, 2250, Key.ControlLeft);
pressAndCheckTime(Key.Left, 1000, Key.ControlLeft);
pressAndCheckTime(Key.Left, 1000, Key.ControlLeft);
}
private void pressAndCheckTime(Key key, double expectedTime, params Key[] modifiers)
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{
AddStep($"press {key} with {(modifiers.Any() ? string.Join(',', modifiers) : "no modifiers")}", () =>
{
foreach (var modifier in modifiers)
InputManager.PressKey(modifier);
InputManager.Key(key);
foreach (var modifier in modifiers)
InputManager.ReleaseKey(modifier);
});
AddUntilStep($"time is {expectedTime}", () => EditorClock.CurrentTime, () => Is.EqualTo(expectedTime).Within(1));
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}
}
}