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Add basic test scene for asserting storyboard commands behaviour
Pending actual test coverage.
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osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardCommands.cs
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166
osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardCommands.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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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.Graphics.Sprites;
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using osu.Framework.IO.Stores;
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using osu.Framework.Timing;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
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using osu.Game.Tests.Resources;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneStoryboardCommands : OsuTestScene
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{
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[Cached(typeof(Storyboard))]
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private TestStoryboard storyboard { get; set; } = new TestStoryboard
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{
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UseSkinSprites = false,
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AlwaysProvideTexture = true,
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};
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private readonly ManualClock manualClock = new ManualClock { Rate = 1, IsRunning = true };
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private bool forward;
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private const string lookup_name = "hitcircleoverlay";
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private const double clock_limit = 2500;
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protected override Container<Drawable> Content => content;
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private Container content = null!;
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private SpriteText timelineText = null!;
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private Box timelineMarker = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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base.Content.Children = new Drawable[]
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{
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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timelineText = new OsuSpriteText
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Margin = new MarginPadding { Bottom = 60 },
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},
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timelineMarker = new Box
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomCentre,
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RelativePositionAxes = Axes.X,
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Size = new Vector2(2, 50),
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},
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};
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}
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[SetUp]
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public void SetUp()
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{
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manualClock.CurrentTime = 0;
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forward = true;
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}
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[Test]
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public void TestLoop()
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{
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AddStep("create sprite", () => Child = createSprite(s =>
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{
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var loop = s.AddLoopingGroup(600, 10);
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loop.AddY(Easing.OutBounce, 0, 500, 100, 240);
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loop.AddY(Easing.OutQuint, 700, 1000, 240, 100);
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}));
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}
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protected override void Update()
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{
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base.Update();
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if (manualClock.CurrentTime > clock_limit || manualClock.CurrentTime < 0)
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forward = !forward;
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manualClock.CurrentTime += Time.Elapsed * (forward ? 1 : -1);
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timelineText.Text = $"Time: {manualClock.CurrentTime:0}ms";
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timelineMarker.X = (float)(manualClock.CurrentTime / clock_limit);
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}
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private DrawableStoryboard createSprite(Action<StoryboardSprite>? addCommands = null)
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{
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var layer = storyboard.GetLayer("Background");
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var sprite = new StoryboardSprite(lookup_name, Anchor.Centre, new Vector2(320, 240));
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sprite.Commands.AddScale(Easing.None, 0, clock_limit, 0.5f, 0.5f);
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sprite.Commands.AddAlpha(Easing.None, 0, clock_limit, 1, 1);
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addCommands?.Invoke(sprite);
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layer.Elements.Clear();
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layer.Add(sprite);
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return storyboard.CreateDrawable().With(c => c.Clock = new FramedClock(manualClock));
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}
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private partial class TestStoryboard : Storyboard
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{
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public override DrawableStoryboard CreateDrawable(IReadOnlyList<Mod>? mods = null)
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{
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return new TestDrawableStoryboard(this, mods);
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}
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public bool AlwaysProvideTexture { get; set; }
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public override string GetStoragePathFromStoryboardPath(string path) => AlwaysProvideTexture ? path : string.Empty;
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private partial class TestDrawableStoryboard : DrawableStoryboard
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{
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private readonly bool alwaysProvideTexture;
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public TestDrawableStoryboard(TestStoryboard storyboard, IReadOnlyList<Mod>? mods)
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: base(storyboard, mods)
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{
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alwaysProvideTexture = storyboard.AlwaysProvideTexture;
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}
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protected override IResourceStore<byte[]> CreateResourceLookupStore() => alwaysProvideTexture
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? new AlwaysReturnsTextureStore()
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: new ResourceStore<byte[]>();
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internal class AlwaysReturnsTextureStore : IResourceStore<byte[]>
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{
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private const string test_image = "Resources/Textures/test-image.png";
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private readonly DllResourceStore store;
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public AlwaysReturnsTextureStore()
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{
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store = TestResources.GetStore();
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}
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public void Dispose() => store.Dispose();
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public byte[] Get(string name) => store.Get(test_image);
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public Task<byte[]> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken()) => store.GetAsync(test_image, cancellationToken);
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public Stream GetStream(string name) => store.GetStream(test_image);
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public IEnumerable<string> GetAvailableResources() => store.GetAvailableResources();
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}
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}
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}
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}
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}
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