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Add more testcases + fix up seeking a bit more
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@ -43,7 +43,8 @@ namespace osu.Game.Tests.Visual
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new TimingControlPoint { Time = 100, BeatLength = 400 },
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new TimingControlPoint { Time = 175, BeatLength = 800 },
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new TimingControlPoint { Time = 350, BeatLength = 200 },
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new TimingControlPoint { Time = 450, BeatLength = 100 }
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new TimingControlPoint { Time = 450, BeatLength = 100 },
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new TimingControlPoint { Time = 500, BeatLength = 307.69230769230802 }
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}
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},
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HitObjects =
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@ -71,12 +72,15 @@ namespace osu.Game.Tests.Visual
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}
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};
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// testSeekNoSnapping();
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// testSeekSnappingOnBeat();
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// testSeekSnappingInBetweenBeat();
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// testSeekForwardNoSnapping();
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// testSeekForwardSnappingOnBeat();
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testSeekNoSnapping();
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testSeekSnappingOnBeat();
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testSeekSnappingInBetweenBeat();
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testSeekForwardNoSnapping();
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testSeekForwardSnappingOnBeat();
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testSeekForwardSnappingFromInBetweenBeat();
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testSeekBackwardSnappingOnBeat();
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testSeekBackwardSnappingFromInBetweenBeat();
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testSeekingWithFloatingPointBeatLength();
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}
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/// <summary>
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@ -149,7 +153,7 @@ namespace osu.Game.Tests.Visual
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}
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/// <summary>
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/// Tests that when seeking forward with no beat snapping, beats are never snapped to, nor the next timing point (if we've skipped it).
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/// Tests that when seeking forward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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private void testSeekForwardNoSnapping()
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{
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@ -174,17 +178,17 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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@ -197,31 +201,131 @@ namespace osu.Game.Tests.Visual
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reset();
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AddStep("Seek(49)", () => composer.SeekTo(49));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(99)", () => composer.SeekTo(99));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(174)", () => composer.SeekTo(174));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("Seek(349)", () => composer.SeekTo(349));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("Seek(399)", () => composer.SeekTo(399));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("Seek(449)", () => composer.SeekTo(449));
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AddStep("SeekForward", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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/// <summary>
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/// Tests that when seeking backward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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private void testSeekBackwardNoSnapping()
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 425", () => track.CurrentTime == 425);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 375", () => track.CurrentTime == 375);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 325", () => track.CurrentTime == 325);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 125", () => track.CurrentTime == 125);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 25", () => track.CurrentTime == 25);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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/// <summary>
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/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
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/// </summary>
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private void testSeekBackwardSnappingOnBeat()
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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/// <summary>
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/// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped.
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/// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue.
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/// </summary>
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private void testSeekBackwardSnappingFromInBetweenBeat()
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{
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reset();
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AddStep("Seek(451)", () => composer.SeekTo(451));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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AddStep("Seek(401)", () => composer.SeekTo(401));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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}
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/// <summary>
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/// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength.
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/// </summary>
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private void testSeekingWithFloatingPointBeatLength()
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{
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reset();
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double lastTime = 0;
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AddStep("Seek(0)", () => composer.SeekTo(0));
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for (int i = 0; i < 20; i++)
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{
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AddStep("SeekForward, Snap", () =>
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{
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lastTime = track.CurrentTime;
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composer.SeekForward(true);
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});
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AddAssert("Time > lastTime", () => track.CurrentTime > lastTime);
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}
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for (int i = 0; i < 20; i++)
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{
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AddStep("SeekBackward, Snap", () =>
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{
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lastTime = track.CurrentTime;
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composer.SeekBackward(true);
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});
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AddAssert("Time < lastTime", () => track.CurrentTime < lastTime);
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}
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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private void reset()
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{
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AddStep("Reset", () => composer.SeekTo(0));
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@ -10,6 +10,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit.Layers;
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@ -196,40 +197,57 @@ namespace osu.Game.Rulesets.Edit
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// Todo: This should not be a constant, but feels good for now
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const int beat_snap_divisor = 4;
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var currentTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(adjustableClock.CurrentTime);
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double seekAmount = currentTimingPoint.BeatLength / beat_snap_divisor;
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var cpi = beatmap.Value.Beatmap.ControlPointInfo;
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var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
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if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
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{
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// When going backwards, we care about the timing point that was _previously_ active at the current time
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int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
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while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
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timingPoint = cpi.TimingPoints[--activeIndex];
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}
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double seekAmount = timingPoint.BeatLength / beat_snap_divisor;
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double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
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if (!snapped)
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if (!snapped || cpi.TimingPoints.Count == 0)
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{
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adjustableClock.Seek(seekTime);
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return;
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}
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var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > currentTimingPoint.Time);
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var firstTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.First();
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// We will be snapping to beats within timingPoint
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seekTime -= timingPoint.Time;
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if (currentTimingPoint != firstTimingPoint && seekTime < currentTimingPoint.Time)
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adjustableClock.Seek(currentTimingPoint.Time - 1); // -1 to be in the prior timing point's boundary
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else if (seekTime >= nextTimingPoint?.Time)
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adjustableClock.Seek(nextTimingPoint.Time); // +1 to be in the next timing point's boundary
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// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(seekTime / seekAmount);
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else
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closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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// Due to the rounding above, we may end up on the same beat. This will effectively cause 0 seeking to happen
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// so we can just seek to the next beat in the direction if this is the case
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if (Math.Abs(adjustableClock.CurrentTime - seekTime) == 0)
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{
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// We will be snapping to beats within the timing point
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seekTime -= currentTimingPoint.Time;
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// Determine the index from the current timing point of the closest beat to seekTime, accounting for scrolling direction
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(seekTime / seekAmount);
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closestBeat++;
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else
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closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
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seekTime = currentTimingPoint.Time + closestBeat * seekAmount;
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adjustableClock.Seek(seekTime);
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closestBeat--;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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}
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if (seekTime < timingPoint.Time)
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seekTime = timingPoint.Time;
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var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime >= nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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adjustableClock.Seek(seekTime);
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}
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private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
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