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Merge branch 'master' into remove-gamefield-test
This commit is contained in:
commit
1e6244afe1
@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit.Screens.Compose;
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using osu.Game.Tests.Beatmaps;
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@ -13,24 +12,15 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public class TestCaseEditorCompose : OsuTestCase
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public class TestCaseEditorCompose : EditorClockTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(Compose) };
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(parent);
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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osuGame.Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
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var clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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dependencies.CacheAs<IAdjustableClock>(clock);
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dependencies.CacheAs<IFrameBasedClock>(clock);
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var compose = new Compose();
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compose.Beatmap.BindTo(osuGame.Beatmap);
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@ -3,52 +3,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Screens.Compose;
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using osu.Game.Tests.Beatmaps;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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public class TestCaseEditorSeekSnapping : OsuTestCase
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public class TestCaseEditorSeekSnapping : EditorClockTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
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private Track track;
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private HitObjectComposer composer;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(4);
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private DecoupleableInterpolatingFramedClock clock;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(parent);
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public TestCaseEditorSeekSnapping()
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{
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BeatDivisor.Value = 4;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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dependencies.CacheAs<IAdjustableClock>(clock);
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dependencies.CacheAs<IFrameBasedClock>(clock);
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dependencies.Cache(beatDivisor);
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var testBeatmap = new Beatmap
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{
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ControlPointInfo = new ControlPointInfo
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@ -71,22 +54,8 @@ namespace osu.Game.Tests.Visual
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};
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osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
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track = osuGame.Beatmap.Value.Track;
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
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new Drawable[] { new TimingPointVisualiser(testBeatmap, track) { Clock = clock } },
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.Distributed),
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new Dimension(GridSizeMode.AutoSize),
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}
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};
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Child = new TimingPointVisualiser(testBeatmap, 5000) { Clock = Clock };
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testSeekNoSnapping();
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testSeekSnappingOnBeat();
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@ -107,18 +76,18 @@ namespace osu.Game.Tests.Visual
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reset();
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// Forwards
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(33)", () => composer.SeekTo(33));
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AddAssert("Time = 33", () => clock.CurrentTime == 33);
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AddStep("Seek(89)", () => composer.SeekTo(89));
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AddAssert("Time = 89", () => clock.CurrentTime == 89);
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AddStep("Seek(0)", () => Clock.Seek(0));
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AddAssert("Time = 0", () => Clock.CurrentTime == 0);
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AddStep("Seek(33)", () => Clock.Seek(33));
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AddAssert("Time = 33", () => Clock.CurrentTime == 33);
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AddStep("Seek(89)", () => Clock.Seek(89));
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AddAssert("Time = 89", () => Clock.CurrentTime == 89);
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// Backwards
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AddStep("Seek(25)", () => composer.SeekTo(25));
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AddAssert("Time = 25", () => clock.CurrentTime == 25);
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(25)", () => Clock.Seek(25));
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AddAssert("Time = 25", () => Clock.CurrentTime == 25);
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AddStep("Seek(0)", () => Clock.Seek(0));
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AddAssert("Time = 0", () => Clock.CurrentTime == 0);
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}
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/// <summary>
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@ -129,20 +98,20 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(0), Snap", () => composer.SeekTo(0, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("Seek(0), Snap", () => Clock.SeekSnapped(0));
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AddAssert("Time = 0", () => Clock.CurrentTime == 0);
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AddStep("Seek(50), Snap", () => Clock.SeekSnapped(50));
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("Seek(100), Snap", () => Clock.SeekSnapped(100));
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("Seek(175), Snap", () => Clock.SeekSnapped(175));
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AddAssert("Time = 175", () => Clock.CurrentTime == 175);
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AddStep("Seek(350), Snap", () => Clock.SeekSnapped(350));
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AddAssert("Time = 350", () => Clock.CurrentTime == 350);
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AddStep("Seek(400), Snap", () => Clock.SeekSnapped(400));
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AddAssert("Time = 400", () => Clock.CurrentTime == 400);
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AddStep("Seek(450), Snap", () => Clock.SeekSnapped(450));
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AddAssert("Time = 450", () => Clock.CurrentTime == 450);
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}
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/// <summary>
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@ -154,18 +123,18 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(24), Snap", () => composer.SeekTo(24, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("Seek(24), Snap", () => Clock.SeekSnapped(24));
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AddAssert("Time = 0", () => Clock.CurrentTime == 0);
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AddStep("Seek(26), Snap", () => Clock.SeekSnapped(26));
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("Seek(150), Snap", () => Clock.SeekSnapped(150));
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("Seek(170), Snap", () => Clock.SeekSnapped(170));
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AddAssert("Time = 175", () => Clock.CurrentTime == 175);
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AddStep("Seek(274), Snap", () => Clock.SeekSnapped(274));
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AddAssert("Time = 175", () => Clock.CurrentTime == 175);
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AddStep("Seek(276), Snap", () => Clock.SeekSnapped(276));
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AddAssert("Time = 350", () => Clock.CurrentTime == 350);
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}
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/// <summary>
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@ -175,16 +144,16 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 200", () => clock.CurrentTime == 200);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("SeekForward", () => Clock.SeekForward());
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("SeekForward", () => Clock.SeekForward());
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("SeekForward", () => Clock.SeekForward());
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AddAssert("Time = 200", () => Clock.CurrentTime == 200);
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AddStep("SeekForward", () => Clock.SeekForward());
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AddAssert("Time = 400", () => Clock.CurrentTime == 400);
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AddStep("SeekForward", () => Clock.SeekForward());
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AddAssert("Time = 450", () => Clock.CurrentTime == 450);
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}
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/// <summary>
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@ -194,18 +163,18 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 175", () => Clock.CurrentTime == 175);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 350", () => Clock.CurrentTime == 350);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 400", () => Clock.CurrentTime == 400);
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 450", () => Clock.CurrentTime == 450);
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}
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/// <summary>
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@ -216,30 +185,30 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(49)", () => composer.SeekTo(49));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(99)", () => composer.SeekTo(99));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(174)", () => composer.SeekTo(174));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(349)", () => composer.SeekTo(349));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("Seek(399)", () => composer.SeekTo(399));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("Seek(449)", () => composer.SeekTo(449));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("Seek(49)", () => Clock.Seek(49));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("Seek(49.999)", () => Clock.Seek(49.999));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 50", () => Clock.CurrentTime == 50);
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AddStep("Seek(99)", () => Clock.Seek(99));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
|
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("Seek(99.999)", () => Clock.Seek(99.999));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
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AddAssert("Time = 100", () => Clock.CurrentTime == 100);
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AddStep("Seek(174)", () => Clock.Seek(174));
|
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
|
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AddAssert("Time = 175", () => Clock.CurrentTime == 175);
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AddStep("Seek(349)", () => Clock.Seek(349));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
|
||||
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
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AddStep("Seek(399)", () => Clock.Seek(399));
|
||||
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
|
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AddAssert("Time = 400", () => Clock.CurrentTime == 400);
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AddStep("Seek(449)", () => Clock.Seek(449));
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AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
|
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AddAssert("Time = 450", () => Clock.CurrentTime == 450);
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}
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/// <summary>
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@ -249,19 +218,19 @@ namespace osu.Game.Tests.Visual
|
||||
{
|
||||
reset();
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||||
AddStep("Seek(450)", () => composer.SeekTo(450));
|
||||
AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 425", () => clock.CurrentTime == 425);
|
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AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 375", () => clock.CurrentTime == 375);
|
||||
AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 325", () => clock.CurrentTime == 325);
|
||||
AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 125", () => clock.CurrentTime == 125);
|
||||
AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 25", () => clock.CurrentTime == 25);
|
||||
AddStep("SeekBackward", () => composer.SeekBackward());
|
||||
AddAssert("Time = 0", () => clock.CurrentTime == 0);
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||||
AddStep("Seek(450)", () => Clock.Seek(450));
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 425", () => Clock.CurrentTime == 425);
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 375", () => Clock.CurrentTime == 375);
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 325", () => Clock.CurrentTime == 325);
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 125", () => Clock.CurrentTime == 125);
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 25", () => Clock.CurrentTime == 25);
|
||||
AddStep("SeekBackward", () => Clock.SeekBackward());
|
||||
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -271,19 +240,19 @@ namespace osu.Game.Tests.Visual
|
||||
{
|
||||
reset();
|
||||
|
||||
AddStep("Seek(450)", () => composer.SeekTo(450));
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => clock.CurrentTime == 400);
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 350", () => clock.CurrentTime == 350);
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 175", () => clock.CurrentTime == 175);
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 100", () => clock.CurrentTime == 100);
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 50", () => clock.CurrentTime == 50);
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 0", () => clock.CurrentTime == 0);
|
||||
AddStep("Seek(450)", () => Clock.Seek(450));
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -294,18 +263,18 @@ namespace osu.Game.Tests.Visual
|
||||
{
|
||||
reset();
|
||||
|
||||
AddStep("Seek(451)", () => composer.SeekTo(451));
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 450", () => clock.CurrentTime == 450);
|
||||
AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 450", () => clock.CurrentTime == 450);
|
||||
AddStep("Seek(401)", () => composer.SeekTo(401));
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => clock.CurrentTime == 400);
|
||||
AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
|
||||
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => clock.CurrentTime == 400);
|
||||
AddStep("Seek(451)", () => Clock.Seek(451));
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
|
||||
AddStep("Seek(450.999)", () => Clock.Seek(450.999));
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
|
||||
AddStep("Seek(401)", () => Clock.Seek(401));
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
|
||||
AddStep("Seek(401.999)", () => Clock.Seek(401.999));
|
||||
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
|
||||
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -317,34 +286,34 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
double lastTime = 0;
|
||||
|
||||
AddStep("Seek(0)", () => composer.SeekTo(0));
|
||||
AddStep("Seek(0)", () => Clock.Seek(0));
|
||||
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
AddStep("SeekForward, Snap", () =>
|
||||
{
|
||||
lastTime = clock.CurrentTime;
|
||||
composer.SeekForward(true);
|
||||
lastTime = Clock.CurrentTime;
|
||||
Clock.SeekForward(true);
|
||||
});
|
||||
AddAssert("Time > lastTime", () => clock.CurrentTime > lastTime);
|
||||
AddAssert("Time > lastTime", () => Clock.CurrentTime > lastTime);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
AddStep("SeekBackward, Snap", () =>
|
||||
{
|
||||
lastTime = clock.CurrentTime;
|
||||
composer.SeekBackward(true);
|
||||
lastTime = Clock.CurrentTime;
|
||||
Clock.SeekBackward(true);
|
||||
});
|
||||
AddAssert("Time < lastTime", () => clock.CurrentTime < lastTime);
|
||||
AddAssert("Time < lastTime", () => Clock.CurrentTime < lastTime);
|
||||
}
|
||||
|
||||
AddAssert("Time = 0", () => clock.CurrentTime == 0);
|
||||
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
|
||||
}
|
||||
|
||||
private void reset()
|
||||
{
|
||||
AddStep("Reset", () => composer.SeekTo(0));
|
||||
AddStep("Reset", () => Clock.Seek(0));
|
||||
}
|
||||
|
||||
private class TestHitObjectComposer : HitObjectComposer
|
||||
@ -359,13 +328,13 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
private class TimingPointVisualiser : CompositeDrawable
|
||||
{
|
||||
private readonly Track track;
|
||||
private readonly double length;
|
||||
|
||||
private readonly Drawable tracker;
|
||||
|
||||
public TimingPointVisualiser(Beatmap beatmap, Track track)
|
||||
public TimingPointVisualiser(Beatmap beatmap, double length)
|
||||
{
|
||||
this.track = track;
|
||||
this.length = length;
|
||||
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
@ -417,7 +386,7 @@ namespace osu.Game.Tests.Visual
|
||||
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));
|
||||
timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? length, length));
|
||||
}
|
||||
}
|
||||
|
||||
@ -425,7 +394,7 @@ namespace osu.Game.Tests.Visual
|
||||
{
|
||||
base.Update();
|
||||
|
||||
tracker.X = (float)(Time.Current / track.Length);
|
||||
tracker.X = (float)(Time.Current / length);
|
||||
}
|
||||
|
||||
private class TimingPointTimeline : CompositeDrawable
|
||||
|
@ -6,36 +6,22 @@ using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using OpenTK;
|
||||
using osu.Game.Screens.Edit.Components.Timelines.Summary;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
|
||||
namespace osu.Game.Tests.Visual
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestCaseEditorSummaryTimeline : OsuTestCase
|
||||
public class TestCaseEditorSummaryTimeline : EditorClockTestCase
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(SummaryTimeline) };
|
||||
|
||||
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
|
||||
=> dependencies = new DependencyContainer(parent);
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(OsuGameBase osuGame)
|
||||
{
|
||||
beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
|
||||
var clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
dependencies.CacheAs<IAdjustableClock>(clock);
|
||||
dependencies.CacheAs<IFrameBasedClock>(clock);
|
||||
osuGame.Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
|
||||
SummaryTimeline summaryTimeline;
|
||||
Add(summaryTimeline = new SummaryTimeline
|
||||
@ -45,7 +31,7 @@ namespace osu.Game.Tests.Visual
|
||||
Size = new Vector2(500, 50)
|
||||
});
|
||||
|
||||
summaryTimeline.Beatmap.BindTo(beatmap);
|
||||
summaryTimeline.Beatmap.BindTo(osuGame.Beatmap);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -35,11 +35,13 @@ namespace osu.Game.Database
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a new <see cref="TModel"/> becomes available in the database.
|
||||
/// This is not guaranteed to run on the update thread.
|
||||
/// </summary>
|
||||
public event Action<TModel> ItemAdded;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a <see cref="TModel"/> is removed from the database.
|
||||
/// This is not guaranteed to run on the update thread.
|
||||
/// </summary>
|
||||
public event Action<TModel> ItemRemoved;
|
||||
|
||||
|
@ -37,13 +37,7 @@ namespace osu.Game.Online.API
|
||||
|
||||
public Bindable<User> LocalUser { get; } = new Bindable<User>(createGuestUser());
|
||||
|
||||
public string Token
|
||||
{
|
||||
get { return authentication.Token?.ToString(); }
|
||||
set { authentication.Token = string.IsNullOrEmpty(value) ? null : OAuthToken.Parse(value); }
|
||||
}
|
||||
|
||||
protected bool HasLogin => Token != null || !string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password);
|
||||
protected bool HasLogin => authentication.Token.Value != null || !string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password);
|
||||
|
||||
private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource();
|
||||
|
||||
@ -57,11 +51,15 @@ namespace osu.Game.Online.API
|
||||
log = Logger.GetLogger(LoggingTarget.Network);
|
||||
|
||||
ProvidedUsername = config.Get<string>(OsuSetting.Username);
|
||||
Token = config.Get<string>(OsuSetting.Token);
|
||||
|
||||
authentication.TokenString = config.Get<string>(OsuSetting.Token);
|
||||
authentication.Token.ValueChanged += onTokenChanged;
|
||||
|
||||
Task.Factory.StartNew(run, cancellationToken.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
|
||||
}
|
||||
|
||||
private void onTokenChanged(OAuthToken token) => config.Set(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
|
||||
|
||||
private readonly List<IOnlineComponent> components = new List<IOnlineComponent>();
|
||||
|
||||
internal new void Schedule(Action action) => base.Schedule(action);
|
||||
@ -306,9 +304,6 @@ namespace osu.Game.Online.API
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
config.Set(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? Token : string.Empty);
|
||||
config.Save();
|
||||
|
||||
flushQueue();
|
||||
cancellationToken.Cancel();
|
||||
}
|
||||
|
@ -2,6 +2,7 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Diagnostics;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.IO.Network;
|
||||
|
||||
namespace osu.Game.Online.API
|
||||
@ -12,7 +13,13 @@ namespace osu.Game.Online.API
|
||||
private readonly string clientSecret;
|
||||
private readonly string endpoint;
|
||||
|
||||
public OAuthToken Token;
|
||||
public readonly Bindable<OAuthToken> Token = new Bindable<OAuthToken>();
|
||||
|
||||
public string TokenString
|
||||
{
|
||||
get => Token.Value?.ToString();
|
||||
set => Token.Value = string.IsNullOrEmpty(value) ? null : OAuthToken.Parse(value);
|
||||
}
|
||||
|
||||
internal OAuth(string clientId, string clientSecret, string endpoint)
|
||||
{
|
||||
@ -47,7 +54,7 @@ namespace osu.Game.Online.API
|
||||
return false;
|
||||
}
|
||||
|
||||
Token = req.ResponseObject;
|
||||
Token.Value = req.ResponseObject;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -66,14 +73,14 @@ namespace osu.Game.Online.API
|
||||
{
|
||||
req.Perform();
|
||||
|
||||
Token = req.ResponseObject;
|
||||
Token.Value = req.ResponseObject;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
//todo: potentially only kill the refresh token on certain exception types.
|
||||
Token = null;
|
||||
Token.Value = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -95,15 +102,15 @@ namespace osu.Game.Online.API
|
||||
if (accessTokenValid) return true;
|
||||
|
||||
// if not, let's try using our refresh token to request a new access token.
|
||||
if (!string.IsNullOrEmpty(Token?.RefreshToken))
|
||||
if (!string.IsNullOrEmpty(Token.Value?.RefreshToken))
|
||||
// ReSharper disable once PossibleNullReferenceException
|
||||
AuthenticateWithRefresh(Token.RefreshToken);
|
||||
AuthenticateWithRefresh(Token.Value.RefreshToken);
|
||||
|
||||
return accessTokenValid;
|
||||
}
|
||||
}
|
||||
|
||||
private bool accessTokenValid => Token?.IsValid ?? false;
|
||||
private bool accessTokenValid => Token.Value?.IsValid ?? false;
|
||||
|
||||
internal bool HasValidAccessToken => RequestAccessToken() != null;
|
||||
|
||||
@ -111,12 +118,12 @@ namespace osu.Game.Online.API
|
||||
{
|
||||
if (!ensureAccessToken()) return null;
|
||||
|
||||
return Token.AccessToken;
|
||||
return Token.Value.AccessToken;
|
||||
}
|
||||
|
||||
internal void Clear()
|
||||
{
|
||||
Token = null;
|
||||
Token.Value = null;
|
||||
}
|
||||
|
||||
private class AccessTokenRequestRefresh : AccessTokenRequest
|
||||
|
@ -36,6 +36,10 @@ using osu.Game.Overlays.Volume;
|
||||
|
||||
namespace osu.Game
|
||||
{
|
||||
/// <summary>
|
||||
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
|
||||
/// for initial components that are generally retrieved via DI.
|
||||
/// </summary>
|
||||
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
public Toolbar Toolbar;
|
||||
|
@ -34,6 +34,11 @@ using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game
|
||||
{
|
||||
/// <summary>
|
||||
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
|
||||
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
|
||||
/// for provide dependencies to test cases without interfering with them.
|
||||
/// </summary>
|
||||
public class OsuGameBase : Framework.Game, ICanAcceptFiles
|
||||
{
|
||||
protected OsuConfigManager LocalConfig;
|
||||
|
@ -246,11 +246,11 @@ namespace osu.Game.Overlays.BeatmapSet
|
||||
if (beatmaps != null) beatmaps.ItemAdded -= handleBeatmapAdd;
|
||||
}
|
||||
|
||||
private void handleBeatmapAdd(BeatmapSetInfo beatmap)
|
||||
private void handleBeatmapAdd(BeatmapSetInfo beatmap) => Schedule(() =>
|
||||
{
|
||||
if (beatmap.OnlineBeatmapSetID == BeatmapSet?.OnlineBeatmapSetID)
|
||||
downloadButtonsContainer.FadeOut(transition_duration);
|
||||
}
|
||||
});
|
||||
|
||||
private void download(bool noVideo)
|
||||
{
|
||||
|
@ -188,12 +188,12 @@ namespace osu.Game.Overlays
|
||||
beatmaps.ItemAdded += setAdded;
|
||||
}
|
||||
|
||||
private void setAdded(BeatmapSetInfo set)
|
||||
private void setAdded(BeatmapSetInfo set) => Schedule(() =>
|
||||
{
|
||||
// if a new map was imported, we should remove it from search results (download completed etc.)
|
||||
panels?.FirstOrDefault(p => p.SetInfo.OnlineBeatmapSetID == set.OnlineBeatmapSetID)?.FadeOut(400).Expire();
|
||||
BeatmapSets = BeatmapSets?.Where(b => b.OnlineBeatmapSetID != set.OnlineBeatmapSetID);
|
||||
}
|
||||
});
|
||||
|
||||
private void updateResultCounts()
|
||||
{
|
||||
@ -323,6 +323,14 @@ namespace osu.Game.Overlays
|
||||
|
||||
private int distinctCount(List<string> list) => list.Distinct().ToArray().Length;
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (beatmaps != null)
|
||||
beatmaps.ItemAdded -= setAdded;
|
||||
}
|
||||
|
||||
public class ResultCounts
|
||||
{
|
||||
public readonly int Artists;
|
||||
|
@ -74,8 +74,8 @@ namespace osu.Game.Overlays.Music
|
||||
},
|
||||
};
|
||||
|
||||
beatmaps.ItemAdded += list.AddBeatmapSet;
|
||||
beatmaps.ItemRemoved += list.RemoveBeatmapSet;
|
||||
beatmaps.ItemAdded += handleBeatmapAdded;
|
||||
beatmaps.ItemRemoved += handleBeatmapRemoved;
|
||||
|
||||
list.BeatmapSets = beatmaps.GetAllUsableBeatmapSets();
|
||||
|
||||
@ -95,6 +95,9 @@ namespace osu.Game.Overlays.Music
|
||||
beatmapBacking.TriggerChange();
|
||||
}
|
||||
|
||||
private void handleBeatmapAdded(BeatmapSetInfo setInfo) => Schedule(() => list.AddBeatmapSet(setInfo));
|
||||
private void handleBeatmapRemoved(BeatmapSetInfo setInfo) => Schedule(() => list.RemoveBeatmapSet(setInfo));
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
filter.Search.HoldFocus = true;
|
||||
@ -153,6 +156,17 @@ namespace osu.Game.Overlays.Music
|
||||
|
||||
track.Restart();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (beatmaps != null)
|
||||
{
|
||||
beatmaps.ItemAdded -= handleBeatmapAdded;
|
||||
beatmaps.ItemRemoved -= handleBeatmapRemoved;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//todo: placeholder
|
||||
|
@ -21,9 +21,13 @@ namespace osu.Game.Overlays.Settings.Sections
|
||||
|
||||
public override FontAwesome Icon => FontAwesome.fa_paint_brush;
|
||||
|
||||
private SkinManager skins;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config, SkinManager skins)
|
||||
{
|
||||
this.skins = skins;
|
||||
|
||||
FlowContent.Spacing = new Vector2(0, 5);
|
||||
Children = new Drawable[]
|
||||
{
|
||||
@ -47,15 +51,29 @@ namespace osu.Game.Overlays.Settings.Sections
|
||||
},
|
||||
};
|
||||
|
||||
void reloadSkins() => skinDropdown.Items = skins.GetAllUsableSkins().Select(s => new KeyValuePair<string, int>(s.ToString(), s.ID));
|
||||
skins.ItemAdded += _ => reloadSkins();
|
||||
skins.ItemRemoved += _ => reloadSkins();
|
||||
skins.ItemAdded += onItemsChanged;
|
||||
skins.ItemRemoved += onItemsChanged;
|
||||
|
||||
reloadSkins();
|
||||
|
||||
skinDropdown.Bindable = config.GetBindable<int>(OsuSetting.Skin);
|
||||
}
|
||||
|
||||
private void reloadSkins() => skinDropdown.Items = skins.GetAllUsableSkins().Select(s => new KeyValuePair<string, int>(s.ToString(), s.ID));
|
||||
|
||||
private void onItemsChanged(SkinInfo _) => Schedule(reloadSkins);
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (skins != null)
|
||||
{
|
||||
skins.ItemAdded -= onItemsChanged;
|
||||
skins.ItemRemoved -= onItemsChanged;
|
||||
}
|
||||
}
|
||||
|
||||
private class SizeSlider : OsuSliderBar<double>
|
||||
{
|
||||
public override string TooltipText => Current.Value.ToString(@"0.##x");
|
||||
|
@ -4,20 +4,16 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Screens.Edit.Screens.Compose;
|
||||
using osu.Game.Screens.Edit.Screens.Compose.Layers;
|
||||
using osu.Game.Screens.Edit.Screens.Compose.RadioButtons;
|
||||
|
||||
@ -33,9 +29,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
private readonly List<Container> layerContainers = new List<Container>();
|
||||
|
||||
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
|
||||
|
||||
private IAdjustableClock adjustableClock;
|
||||
|
||||
protected HitObjectComposer(Ruleset ruleset)
|
||||
{
|
||||
@ -44,14 +37,9 @@ namespace osu.Game.Rulesets.Edit
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load([NotNull] OsuGameBase osuGame, [NotNull] IAdjustableClock adjustableClock, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame, IFrameBasedClock framedClock)
|
||||
{
|
||||
this.adjustableClock = adjustableClock;
|
||||
|
||||
if (beatDivisor != null)
|
||||
this.beatDivisor.BindTo(beatDivisor);
|
||||
|
||||
beatmap.BindTo(osuGame.Beatmap);
|
||||
|
||||
try
|
||||
@ -135,106 +123,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
});
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
SeekBackward(true);
|
||||
else
|
||||
SeekForward(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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 = 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 = false) => seek(1, snapped);
|
||||
|
||||
private void seek(int direction, bool snapped)
|
||||
{
|
||||
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
|
||||
|
||||
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
|
||||
if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
|
||||
{
|
||||
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
|
||||
int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
|
||||
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
|
||||
timingPoint = cpi.TimingPoints[--activeIndex];
|
||||
}
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beatDivisor;
|
||||
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
|
||||
|
||||
if (!snapped || cpi.TimingPoints.Count == 0)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
// We will be snapping to beats within timingPoint
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
||||
int closestBeat;
|
||||
if (direction > 0)
|
||||
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
||||
else
|
||||
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
||||
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
|
||||
// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
|
||||
// Instead, we'll go to the next beat in the direction when this is the case
|
||||
if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
}
|
||||
|
||||
if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
|
||||
seekTime = timingPoint.Time;
|
||||
|
||||
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
adjustableClock.Seek(seekTime);
|
||||
}
|
||||
|
||||
public void SeekTo(double seekTime, bool snapped = false)
|
||||
{
|
||||
if (!snapped)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
|
||||
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
|
||||
|
||||
// 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 setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
|
||||
|
||||
protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
|
||||
|
@ -55,11 +55,9 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
|
||||
if (Beatmap.Value.Track.Length == double.PositiveInfinity) return;
|
||||
|
||||
float markerPos = MathHelper.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
|
||||
seekTo(markerPos / DrawWidth * Beatmap.Value.Track.Length);
|
||||
adjustableClock.Seek(markerPos / DrawWidth * Beatmap.Value.Track.Length);
|
||||
}
|
||||
|
||||
private void seekTo(double time) => adjustableClock.Seek(time);
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
@ -12,6 +12,7 @@ using osu.Game.Screens.Edit.Menus;
|
||||
using osu.Game.Screens.Edit.Components.Timelines.Summary;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Screens.Edit.Screens;
|
||||
@ -32,6 +33,10 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private EditorScreen currentScreen;
|
||||
|
||||
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
|
||||
|
||||
private EditorClock clock;
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
|
||||
@ -42,11 +47,12 @@ namespace osu.Game.Screens.Edit
|
||||
{
|
||||
// TODO: should probably be done at a RulesetContainer level to share logic with Player.
|
||||
var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
|
||||
var adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
adjustableClock.ChangeSource(sourceClock);
|
||||
clock = new EditorClock(Beatmap.Value.Beatmap.ControlPointInfo, beatDivisor) { IsCoupled = false };
|
||||
clock.ChangeSource(sourceClock);
|
||||
|
||||
dependencies.CacheAs<IAdjustableClock>(adjustableClock);
|
||||
dependencies.CacheAs<IFrameBasedClock>(adjustableClock);
|
||||
dependencies.CacheAs<IFrameBasedClock>(clock);
|
||||
dependencies.CacheAs<IAdjustableClock>(clock);
|
||||
dependencies.Cache(beatDivisor);
|
||||
|
||||
EditorMenuBar menuBar;
|
||||
TimeInfoContainer timeInfo;
|
||||
@ -147,7 +153,6 @@ namespace osu.Game.Screens.Edit
|
||||
menuBar.Mode.ValueChanged += onModeChanged;
|
||||
|
||||
bottomBackground.Colour = colours.Gray2;
|
||||
|
||||
}
|
||||
|
||||
private void exportBeatmap()
|
||||
@ -176,6 +181,15 @@ namespace osu.Game.Screens.Edit
|
||||
screenContainer.Add(currentScreen);
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
clock.SeekBackward(true);
|
||||
else
|
||||
clock.SeekForward(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnResuming(Screen last)
|
||||
{
|
||||
Beatmap.Value.Track?.Stop();
|
||||
|
117
osu.Game/Screens/Edit/EditorClock.cs
Normal file
117
osu.Game/Screens/Edit/EditorClock.cs
Normal file
@ -0,0 +1,117 @@
|
||||
// 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.Linq;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Screens.Edit.Screens.Compose;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
/// <summary>
|
||||
/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
|
||||
/// </summary>
|
||||
public class EditorClock : DecoupleableInterpolatingFramedClock
|
||||
{
|
||||
public ControlPointInfo ControlPointInfo;
|
||||
|
||||
private readonly BindableBeatDivisor beatDivisor;
|
||||
|
||||
public EditorClock(ControlPointInfo controlPointInfo, BindableBeatDivisor beatDivisor)
|
||||
{
|
||||
this.beatDivisor = beatDivisor;
|
||||
|
||||
ControlPointInfo = controlPointInfo;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seek to the closest snappable beat from a time.
|
||||
/// </summary>
|
||||
/// <param name="position">The raw position which should be seeked around.</param>
|
||||
/// <returns>Whether the seek could be performed.</returns>
|
||||
public bool SeekSnapped(double position)
|
||||
{
|
||||
var timingPoint = ControlPointInfo.TimingPointAt(position);
|
||||
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
|
||||
|
||||
// We will be snapping to beats within the timing point
|
||||
position -= timingPoint.Time;
|
||||
|
||||
// Determine the index from the current timing point of the closest beat to position
|
||||
int closestBeat = (int)Math.Round(position / beatSnapLength);
|
||||
position = 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 = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (position > nextTimingPoint?.Time)
|
||||
position = nextTimingPoint.Time;
|
||||
|
||||
return Seek(position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks backwards by one beat length.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat after seeking.</param>
|
||||
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
|
||||
|
||||
/// <summary>
|
||||
/// Seeks forwards by one beat length.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat after seeking.</param>
|
||||
public void SeekForward(bool snapped = false) => seek(1, snapped);
|
||||
|
||||
private void seek(int direction, bool snapped)
|
||||
{
|
||||
var timingPoint = ControlPointInfo.TimingPointAt(CurrentTime);
|
||||
if (direction < 0 && timingPoint.Time == CurrentTime)
|
||||
{
|
||||
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
|
||||
int activeIndex = ControlPointInfo.TimingPoints.IndexOf(timingPoint);
|
||||
while (activeIndex > 0 && CurrentTime == timingPoint.Time)
|
||||
timingPoint = ControlPointInfo.TimingPoints[--activeIndex];
|
||||
}
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beatDivisor;
|
||||
double seekTime = CurrentTime + seekAmount * direction;
|
||||
|
||||
if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
|
||||
{
|
||||
Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
// We will be snapping to beats within timingPoint
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
||||
int closestBeat;
|
||||
if (direction > 0)
|
||||
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
||||
else
|
||||
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
||||
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
|
||||
// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
|
||||
// Instead, we'll go to the next beat in the direction when this is the case
|
||||
if (Precision.AlmostEquals(CurrentTime, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
}
|
||||
|
||||
if (seekTime < timingPoint.Time && timingPoint != ControlPointInfo.TimingPoints.First())
|
||||
seekTime = timingPoint.Time;
|
||||
|
||||
var nextTimingPoint = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
Seek(seekTime);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +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 JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
@ -21,15 +22,11 @@ namespace osu.Game.Screens.Edit.Screens.Compose
|
||||
|
||||
private Container composerContainer;
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
|
||||
=> dependencies = new DependencyContainer(parent);
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load([CanBeNull] BindableBeatDivisor beatDivisor)
|
||||
{
|
||||
dependencies.Cache(beatDivisor);
|
||||
if (beatDivisor != null)
|
||||
this.beatDivisor.BindTo(beatDivisor);
|
||||
|
||||
ScrollableTimeline timeline;
|
||||
Children = new Drawable[]
|
||||
|
79
osu.Game/Tests/Visual/EditorClockTestCase.cs
Normal file
79
osu.Game/Tests/Visual/EditorClockTestCase.cs
Normal file
@ -0,0 +1,79 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.Screens.Compose;
|
||||
|
||||
namespace osu.Game.Tests.Visual
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides a clock, beat-divisor, and scrolling capability for test cases of editor components that
|
||||
/// are preferrably tested within the presence of a clock and seek controls.
|
||||
/// </summary>
|
||||
public abstract class EditorClockTestCase : OsuTestCase
|
||||
{
|
||||
protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
|
||||
protected readonly EditorClock Clock;
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
|
||||
=> dependencies = new DependencyContainer(parent);
|
||||
|
||||
private OsuGameBase osuGame;
|
||||
|
||||
protected EditorClockTestCase()
|
||||
{
|
||||
Clock = new EditorClock(new ControlPointInfo(), BeatDivisor) { IsCoupled = false };
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame)
|
||||
{
|
||||
this.osuGame = osuGame;
|
||||
|
||||
dependencies.Cache(BeatDivisor);
|
||||
dependencies.CacheAs<IFrameBasedClock>(Clock);
|
||||
dependencies.CacheAs<IAdjustableClock>(Clock);
|
||||
|
||||
osuGame.Beatmap.ValueChanged += beatmapChanged;
|
||||
beatmapChanged(osuGame.Beatmap.Value);
|
||||
}
|
||||
|
||||
private void beatmapChanged(WorkingBeatmap working)
|
||||
{
|
||||
Clock.ControlPointInfo = working.Beatmap.ControlPointInfo;
|
||||
Clock.ChangeSource((IAdjustableClock)working.Track ?? new StopwatchClock());
|
||||
Clock.ProcessFrame();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
Clock.ProcessFrame();
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
Clock.SeekBackward(true);
|
||||
else
|
||||
Clock.SeekForward(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
osuGame.Beatmap.ValueChanged -= beatmapChanged;
|
||||
|
||||
base.Dispose(isDisposing);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user