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mirror of https://github.com/ppy/osu.git synced 2024-12-14 09:32:55 +08:00

Update tests with new assumptions and a better snap implementation

This commit is contained in:
Dean Herbert 2022-05-05 18:32:37 +09:00
parent b9d8b7e413
commit 4fe23bced2

View File

@ -4,7 +4,6 @@
using System;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
@ -12,7 +11,6 @@ using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Edit;
using osu.Game.Rulesets.Osu.Objects;
@ -26,16 +24,26 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
public class TestSceneOsuDistanceSnapGrid : OsuManualInputManagerTestScene
{
private const double beat_length = 100;
private static readonly Vector2 grid_position = new Vector2(512, 384);
[Cached(typeof(EditorBeatmap))]
[Cached(typeof(IBeatSnapProvider))]
private readonly EditorBeatmap editorBeatmap;
[Cached]
private readonly EditorClock editorClock;
[Cached]
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
[Cached(typeof(IDistanceSnapProvider))]
private readonly SnapProvider snapProvider = new SnapProvider();
private readonly OsuHitObjectComposer snapProvider = new OsuHitObjectComposer(new OsuRuleset())
{
// Just used for the snap implementation, so let's hide from vision.
AlwaysPresent = true,
Alpha = 0,
};
private OsuDistanceSnapGrid grid;
@ -48,14 +56,25 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
Ruleset = new OsuRuleset().RulesetInfo
}
});
editorClock = new EditorClock(editorBeatmap);
base.Content.Children = new Drawable[]
{
snapProvider,
Content
};
}
protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
[SetUp]
public void Setup() => Schedule(() =>
{
editorBeatmap.Difficulty.SliderMultiplier = 1;
editorBeatmap.ControlPointInfo.Clear();
editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = beat_length });
snapProvider.DistanceSpacingMultiplier.Value = 1;
Children = new Drawable[]
{
@ -94,20 +113,20 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
public void TestCursorInCentre()
{
AddStep("move mouse to centre", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position)));
assertSnappedDistance((float)beat_length);
assertSnappedDistance(0);
}
[Test]
public void TestCursorBeforeMovementPoint()
{
AddStep("move mouse to just before movement point", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position + new Vector2((float)beat_length, 0) * 1.49f)));
AddStep("move mouse to just before movement point", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position + new Vector2((float)beat_length, 0) * 1.45f)));
assertSnappedDistance((float)beat_length);
}
[Test]
public void TestCursorAfterMovementPoint()
{
AddStep("move mouse to just after movement point", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position + new Vector2((float)beat_length, 0) * 1.51f)));
AddStep("move mouse to just after movement point", () => InputManager.MoveMouseTo(grid.ToScreenSpace(grid_position + new Vector2((float)beat_length, 0) * 1.55f)));
assertSnappedDistance((float)beat_length * 2);
}
@ -177,27 +196,5 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
cursor.Position = GetSnapPosition.Invoke(screenSpacePosition);
}
}
private class SnapProvider : IDistanceSnapProvider
{
public SnapResult FindSnappedPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
public Bindable<double> DistanceSpacingMultiplier { get; } = new BindableDouble(1);
IBindable<double> IDistanceSnapProvider.DistanceSpacingMultiplier => DistanceSpacingMultiplier;
public float GetBeatSnapDistanceAt(HitObject referenceObject) => (float)beat_length;
public float DurationToDistance(HitObject referenceObject, double duration) => (float)duration;
public double DistanceToDuration(HitObject referenceObject, float distance) => distance;
public double FindSnappedDuration(HitObject referenceObject, float distance) => 0;
public float FindSnappedDistance(HitObject referenceObject, float distance) => 0;
}
}
}