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Merge branch 'master' into remove-gamefield-test

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Dean Herbert 2018-04-12 21:37:04 +09:00 committed by GitHub
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18 changed files with 450 additions and 359 deletions

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Timing;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit.Screens.Compose;
using osu.Game.Tests.Beatmaps;
@ -13,24 +12,15 @@ using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCaseEditorCompose : OsuTestCase
public class TestCaseEditorCompose : EditorClockTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(Compose) };
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(parent);
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame)
{
osuGame.Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
var clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
dependencies.CacheAs<IAdjustableClock>(clock);
dependencies.CacheAs<IFrameBasedClock>(clock);
var compose = new Compose();
compose.Beatmap.BindTo(osuGame.Beatmap);

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@ -3,52 +3,35 @@
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.Framework.Timing;
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.Screens.Edit.Screens.Compose;
using osu.Game.Tests.Beatmaps;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Tests.Visual
{
public class TestCaseEditorSeekSnapping : OsuTestCase
public class TestCaseEditorSeekSnapping : EditorClockTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
private Track track;
private HitObjectComposer composer;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(4);
private DecoupleableInterpolatingFramedClock clock;
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(parent);
public TestCaseEditorSeekSnapping()
{
BeatDivisor.Value = 4;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame)
{
clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
dependencies.CacheAs<IAdjustableClock>(clock);
dependencies.CacheAs<IFrameBasedClock>(clock);
dependencies.Cache(beatDivisor);
var testBeatmap = new Beatmap
{
ControlPointInfo = new ControlPointInfo
@ -71,22 +54,8 @@ namespace osu.Game.Tests.Visual
};
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) { Clock = clock } },
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.Distributed),
new Dimension(GridSizeMode.AutoSize),
}
};
Child = new TimingPointVisualiser(testBeatmap, 5000) { Clock = Clock };
testSeekNoSnapping();
testSeekSnappingOnBeat();
@ -107,18 +76,18 @@ namespace osu.Game.Tests.Visual
reset();
// Forwards
AddStep("Seek(0)", () => composer.SeekTo(0));
AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(33)", () => composer.SeekTo(33));
AddAssert("Time = 33", () => clock.CurrentTime == 33);
AddStep("Seek(89)", () => composer.SeekTo(89));
AddAssert("Time = 89", () => clock.CurrentTime == 89);
AddStep("Seek(0)", () => Clock.Seek(0));
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
AddStep("Seek(33)", () => Clock.Seek(33));
AddAssert("Time = 33", () => Clock.CurrentTime == 33);
AddStep("Seek(89)", () => Clock.Seek(89));
AddAssert("Time = 89", () => Clock.CurrentTime == 89);
// Backwards
AddStep("Seek(25)", () => composer.SeekTo(25));
AddAssert("Time = 25", () => clock.CurrentTime == 25);
AddStep("Seek(0)", () => composer.SeekTo(0));
AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(25)", () => Clock.Seek(25));
AddAssert("Time = 25", () => Clock.CurrentTime == 25);
AddStep("Seek(0)", () => Clock.Seek(0));
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
}
/// <summary>
@ -129,20 +98,20 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("Seek(0), Snap", () => composer.SeekTo(0, true));
AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("Seek(0), Snap", () => Clock.SeekSnapped(0));
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
AddStep("Seek(50), Snap", () => Clock.SeekSnapped(50));
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("Seek(100), Snap", () => Clock.SeekSnapped(100));
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("Seek(175), Snap", () => Clock.SeekSnapped(175));
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
AddStep("Seek(350), Snap", () => Clock.SeekSnapped(350));
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
AddStep("Seek(400), Snap", () => Clock.SeekSnapped(400));
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
AddStep("Seek(450), Snap", () => Clock.SeekSnapped(450));
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
}
/// <summary>
@ -154,18 +123,18 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("Seek(24), Snap", () => composer.SeekTo(24, true));
AddAssert("Time = 0", () => clock.CurrentTime == 0);
AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("Seek(24), Snap", () => Clock.SeekSnapped(24));
AddAssert("Time = 0", () => Clock.CurrentTime == 0);
AddStep("Seek(26), Snap", () => Clock.SeekSnapped(26));
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("Seek(150), Snap", () => Clock.SeekSnapped(150));
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("Seek(170), Snap", () => Clock.SeekSnapped(170));
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
AddStep("Seek(274), Snap", () => Clock.SeekSnapped(274));
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
AddStep("Seek(276), Snap", () => Clock.SeekSnapped(276));
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
}
/// <summary>
@ -175,16 +144,16 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 200", () => clock.CurrentTime == 200);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("SeekForward", () => composer.SeekForward());
AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("SeekForward", () => Clock.SeekForward());
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("SeekForward", () => Clock.SeekForward());
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("SeekForward", () => Clock.SeekForward());
AddAssert("Time = 200", () => Clock.CurrentTime == 200);
AddStep("SeekForward", () => Clock.SeekForward());
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
AddStep("SeekForward", () => Clock.SeekForward());
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
}
/// <summary>
@ -194,18 +163,18 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
}
/// <summary>
@ -216,30 +185,30 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("Seek(49)", () => composer.SeekTo(49));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => clock.CurrentTime == 50);
AddStep("Seek(99)", () => composer.SeekTo(99));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => clock.CurrentTime == 100);
AddStep("Seek(174)", () => composer.SeekTo(174));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 175", () => clock.CurrentTime == 175);
AddStep("Seek(349)", () => composer.SeekTo(349));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 350", () => clock.CurrentTime == 350);
AddStep("Seek(399)", () => composer.SeekTo(399));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 400", () => clock.CurrentTime == 400);
AddStep("Seek(449)", () => composer.SeekTo(449));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 450", () => clock.CurrentTime == 450);
AddStep("Seek(49)", () => Clock.Seek(49));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("Seek(49.999)", () => Clock.Seek(49.999));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 50", () => Clock.CurrentTime == 50);
AddStep("Seek(99)", () => Clock.Seek(99));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("Seek(99.999)", () => Clock.Seek(99.999));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 100", () => Clock.CurrentTime == 100);
AddStep("Seek(174)", () => Clock.Seek(174));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 175", () => Clock.CurrentTime == 175);
AddStep("Seek(349)", () => Clock.Seek(349));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 350", () => Clock.CurrentTime == 350);
AddStep("Seek(399)", () => Clock.Seek(399));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 400", () => Clock.CurrentTime == 400);
AddStep("Seek(449)", () => Clock.Seek(449));
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
AddAssert("Time = 450", () => Clock.CurrentTime == 450);
}
/// <summary>
@ -249,19 +218,19 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("Seek(450)", () => composer.SeekTo(450));
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 425", () => clock.CurrentTime == 425);
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);
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

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@ -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);
}
}
}

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@ -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;

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@ -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();
}

View File

@ -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

View File

@ -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;

View File

@ -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;

View File

@ -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)
{

View File

@ -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;

View File

@ -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

View File

@ -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");

View File

@ -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);

View File

@ -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();

View File

@ -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();

View 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);
}
}
}

View File

@ -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[]

View 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);
}
}
}