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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;
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using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Testing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[TestFixture]
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public class TestSceneSongProgress : SkinnableHUDComponentTestScene
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{
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private GameplayClockContainer gameplayClockContainer = null!;
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);
Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
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}
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[SetUpSteps]
public void SetupSteps()
{
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AddStep("reset clock", () => gameplayClockContainer.Reset());
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AddStep("set hit objects", setHitObjects);
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}
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[Test]
public void TestDisplay()
{
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AddStep("seek to intro", () => gameplayClockContainer.Seek(skip_target_time));
AddStep("start", gameplayClockContainer.Start);
AddStep("stop", gameplayClockContainer.Stop);
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}
[Test]
public void TestToggleSeeking()
{
void applyToDefaultProgress(Action<DefaultSongProgress> action) =>
this.ChildrenOfType<DefaultSongProgress>().ForEach(action);
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AddStep("allow seeking", () => applyToDefaultProgress(s => s.AllowSeeking.Value = true));
AddStep("hide graph", () => applyToDefaultProgress(s => s.ShowGraph.Value = false));
AddStep("disallow seeking", () => applyToDefaultProgress(s => s.AllowSeeking.Value = false));
AddStep("allow seeking", () => applyToDefaultProgress(s => s.AllowSeeking.Value = true));
AddStep("show graph", () => applyToDefaultProgress(s => s.ShowGraph.Value = true));
}
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private void setHitObjects()
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{
var objects = new List<HitObject>();
for (double i = 0; i < 5000; i++)
objects.Add(new HitObject { StartTime = i });
this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = objects);
}
protected override Drawable CreateDefaultImplementation() => new DefaultSongProgress();
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protected override Drawable CreateLegacyImplementation() => new LegacySongProgress();
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}
}