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mirror of https://github.com/ppy/osu.git synced 2025-01-14 03:25:11 +08:00

Cleanup testcase

This commit is contained in:
smoogipoo 2018-06-18 16:03:00 +09:00
parent ec81ed1c8d
commit 0d154621b6

View File

@ -1,8 +1,7 @@
// 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
@ -10,9 +9,6 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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.Objects;
using osu.Game.Tests.Beatmaps;
using OpenTK;
@ -22,8 +18,6 @@ namespace osu.Game.Tests.Visual
{
public class TestCaseEditorSeekSnapping : EditorClockTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
public TestCaseEditorSeekSnapping()
{
BeatDivisor.Value = 4;
@ -56,22 +50,13 @@ namespace osu.Game.Tests.Visual
Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
Child = new TimingPointVisualiser(testBeatmap, 5000) { Clock = Clock };
testSeekNoSnapping();
testSeekSnappingOnBeat();
testSeekSnappingInBetweenBeat();
testSeekForwardNoSnapping();
testSeekForwardSnappingOnBeat();
testSeekForwardSnappingFromInBetweenBeat();
testSeekBackwardSnappingOnBeat();
testSeekBackwardSnappingFromInBetweenBeat();
testSeekingWithFloatingPointBeatLength();
}
/// <summary>
/// Tests whether time is correctly seeked without snapping.
/// </summary>
private void testSeekNoSnapping()
[Test]
public void TestSeekNoSnapping()
{
reset();
@ -94,7 +79,8 @@ namespace osu.Game.Tests.Visual
/// 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()
[Test]
public void TestSeekSnappingOnBeat()
{
reset();
@ -117,9 +103,9 @@ namespace osu.Game.Tests.Visual
/// <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()
[Test]
public void TestSeekSnappingInBetweenBeat()
{
reset();
@ -140,7 +126,8 @@ namespace osu.Game.Tests.Visual
/// <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()
[Test]
public void TestSeekForwardNoSnapping()
{
reset();
@ -159,7 +146,8 @@ namespace osu.Game.Tests.Visual
/// <summary>
/// Tests that when seeking forward with beat snapping, all beats are snapped to and timing points are never skipped.
/// </summary>
private void testSeekForwardSnappingOnBeat()
[Test]
public void TestSeekForwardSnappingOnBeat()
{
reset();
@ -181,7 +169,8 @@ namespace osu.Game.Tests.Visual
/// 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()
[Test]
public void TestSeekForwardSnappingFromInBetweenBeat()
{
reset();
@ -214,7 +203,8 @@ namespace osu.Game.Tests.Visual
/// <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()
[Test]
public void TestSeekBackwardNoSnapping()
{
reset();
@ -236,7 +226,8 @@ namespace osu.Game.Tests.Visual
/// <summary>
/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
/// </summary>
private void testSeekBackwardSnappingOnBeat()
[Test]
public void TestSeekBackwardSnappingOnBeat()
{
reset();
@ -259,7 +250,8 @@ namespace osu.Game.Tests.Visual
/// 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()
[Test]
public void TestSeekBackwardSnappingFromInBetweenBeat()
{
reset();
@ -280,7 +272,8 @@ namespace osu.Game.Tests.Visual
/// <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()
[Test]
public void TestSeekingWithFloatingPointBeatLength()
{
reset();
@ -288,7 +281,7 @@ namespace osu.Game.Tests.Visual
AddStep("Seek(0)", () => Clock.Seek(0));
for (int i = 0; i < 20; i++)
for (int i = 0; i < 9; i++)
{
AddStep("SeekForward, Snap", () =>
{
@ -298,7 +291,7 @@ namespace osu.Game.Tests.Visual
AddAssert("Time > lastTime", () => Clock.CurrentTime > lastTime);
}
for (int i = 0; i < 20; i++)
for (int i = 0; i < 9; i++)
{
AddStep("SeekBackward, Snap", () =>
{
@ -316,16 +309,6 @@ namespace osu.Game.Tests.Visual
AddStep("Reset", () => Clock.Seek(0));
}
private class TestHitObjectComposer : HitObjectComposer
{
public TestHitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
protected override IReadOnlyList<ICompositionTool> CompositionTools => new ICompositionTool[0];
}
private class TimingPointVisualiser : CompositeDrawable
{
private readonly double length;