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Add some basic tests + fixes to seek/seekforward functionality

This commit is contained in:
smoogipoo 2018-03-14 20:52:48 +09:00
parent e2dc9a975a
commit 0da3ae0944
3 changed files with 364 additions and 12 deletions

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@ -0,0 +1,325 @@
// 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;
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.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;
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame)
{
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 }
}
},
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[]
{
new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
new Drawable[] { new TimingPointVisualiser(testBeatmap, track) },
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.Distributed),
new Dimension(GridSizeMode.AutoSize),
}
};
// testSeekNoSnapping();
// testSeekSnappingOnBeat();
// testSeekSnappingInBetweenBeat();
// testSeekForwardNoSnapping();
testSeekForwardSnappingOnBeat();
}
/// <summary>
/// Tests whether time is correctly seeked without snapping.
/// </summary>
private void testSeekNoSnapping()
{
reset();
// Forwards
AddStep("Seek(0)", () => composer.SeekTo(0));
AddAssert("Time = 0", () => track.CurrentTime == 0);
AddStep("Seek(33)", () => composer.SeekTo(33));
AddAssert("Time = 33", () => track.CurrentTime == 33);
AddStep("Seek(89)", () => composer.SeekTo(89));
AddAssert("Time = 89", () => track.CurrentTime == 89);
// Backwards
AddStep("Seek(25)", () => composer.SeekTo(25));
AddAssert("Time = 25", () => track.CurrentTime == 25);
AddStep("Seek(0)", () => composer.SeekTo(0));
AddAssert("Time = 0", () => track.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));
AddAssert("Time = 0", () => track.CurrentTime == 0);
AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
AddAssert("Time = 450", () => track.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));
AddAssert("Time = 0", () => track.CurrentTime == 0);
AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
}
/// <summary>
/// Tests that when seeking forward with no beat snapping, beats are never snapped to, nor the next timing point (if we've skipped it).
/// </summary>
private void testSeekForwardNoSnapping()
{
reset();
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 200", () => track.CurrentTime == 200);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 450", () => track.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", () => composer.SeekForward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 450", () => track.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.
/// </summary>
private void testSeekForwardSnappingFromInBetweenBeat()
{
reset();
AddStep("Seek(25)", () => composer.SeekTo(25));
AddStep("SeekForward", () => composer.SeekForward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
}
private void reset()
{
AddStep("Reset", () => composer.SeekTo(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 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();
tracker.X = (float)(track.CurrentTime / 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));
}
}
}
}
}

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@ -130,6 +130,7 @@
<Compile Include="Visual\TestCaseEditorComposeRadioButtons.cs" />
<Compile Include="Visual\TestCaseEditorComposeTimeline.cs" />
<Compile Include="Visual\TestCaseEditorMenuBar.cs" />
<Compile Include="Visual\TestCaseEditorSeekSnapping.cs" />
<Compile Include="Visual\TestCaseEditorSummaryTimeline.cs" />
<Compile Include="Visual\TestCaseEditorSelectionLayer.cs" />
<Compile Include="Visual\TestCaseGamefield.cs" />

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@ -153,13 +153,43 @@ namespace osu.Game.Rulesets.Edit
/// Seeks the current time one beat-snapped beat-length backwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekBackward(bool snapped) => seek(-1, snapped);
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
/// <summary>
/// Seeks the current time one beat-snapped beat-length forwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekForward(bool snapped) => seek(1, snapped);
public void SeekForward(bool snapped = false) => seek(1, snapped);
public void SeekTo(double seekTime, bool snapped = false)
{
// Todo: This should not be a constant, but feels good for now
const int beat_snap_divisor = 4;
if (!snapped)
{
adjustableClock.Seek(seekTime);
return;
}
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
double beatSnapLength = timingPoint.BeatLength / beat_snap_divisor;
// We will be snapping to beats within the timing point
seekTime -= timingPoint.Time;
// Determine the index from the current timing point of the closest beat to seekTime
int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
seekTime = timingPoint.Time + closestBeat * beatSnapLength;
// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
// the next timing point's start time
var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
if (seekTime > nextTimingPoint?.Time)
seekTime = nextTimingPoint.Time;
adjustableClock.Seek(seekTime);
}
private void seek(int direction, bool snapped)
{
@ -181,18 +211,14 @@ namespace osu.Game.Rulesets.Edit
var firstTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.First();
if (currentTimingPoint != firstTimingPoint && seekTime < currentTimingPoint.Time)
seekTime = currentTimingPoint.Time - 1; // -1 to be in the prior timing point's boundary
else if (nextTimingPoint != null && seekTime >= nextTimingPoint.Time)
seekTime = nextTimingPoint.Time + 1; // +1 to be in the next timing point's boundary
adjustableClock.Seek(currentTimingPoint.Time - 1); // -1 to be in the prior timing point's boundary
else if (seekTime >= nextTimingPoint?.Time)
adjustableClock.Seek(nextTimingPoint.Time); // +1 to be in the next timing point's boundary
else
{
// We will be snapping to beats within the current timing point
// We will be snapping to beats within the timing point
seekTime -= currentTimingPoint.Time;
// When rounding below, we need to ensure that abs(seekTime - currentTime) > seekAmount
// This is done by adding direction - a small offset, to seekTime
seekTime += direction;
// Determine the index from the current timing point of the closest beat to seekTime, accounting for scrolling direction
int closestBeat;
if (direction > 0)
@ -201,9 +227,9 @@ namespace osu.Game.Rulesets.Edit
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
seekTime = currentTimingPoint.Time + closestBeat * seekAmount;
}
adjustableClock.Seek(seekTime);
adjustableClock.Seek(seekTime);
}
}
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;