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Refactor scrolling hit object scene
To better demonstrate the desired effect of the fix introduced in
193e41f
, refactor TestSceneScrollingHitObjects to contain two tests,
one of which contains the pre-existing controls to test scroll
algorithms, and the other aims to showcase the fix by setting scroll
parameters appropriately.
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parent
acef2b50e6
commit
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@ -3,12 +3,14 @@
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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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.Threading;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -28,12 +30,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(IReadOnlyList<Mod>))]
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private IReadOnlyList<Mod> mods { get; set; } = Array.Empty<Mod>();
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private const int spawn_interval = 5000;
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private readonly ScrollingTestContainer[] scrollContainers = new ScrollingTestContainer[4];
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private readonly TestPlayfield[] playfields = new TestPlayfield[4];
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private ScheduledDelegate hitObjectSpawnDelegate;
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public TestSceneScrollingHitObjects()
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[SetUp]
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public void Setup()
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{
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Add(new GridContainer
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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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@ -43,12 +49,14 @@ namespace osu.Game.Tests.Visual.Gameplay
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scrollContainers[0] = new ScrollingTestContainer(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[0] = new TestPlayfield()
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Child = playfields[0] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Down)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[1] = new TestPlayfield()
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Child = playfields[1] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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},
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new Drawable[]
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@ -56,35 +64,51 @@ namespace osu.Game.Tests.Visual.Gameplay
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scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Left)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[2] = new TestPlayfield()
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Child = playfields[2] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Right)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[3] = new TestPlayfield()
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Child = playfields[3] = new TestPlayfield(),
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TimeRange = spawn_interval
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}
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}
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}
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});
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};
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setUpHitObjects();
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}
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private void setUpHitObjects()
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{
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = 0; i <= spawn_interval; i += 1000)
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addHitObject(Time.Current + i);
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hitObjectSpawnDelegate?.Cancel();
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hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + spawn_interval), 1000, true);
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}
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[Test]
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public void TestScrollAlgorithms()
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{
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AddStep("Constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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AddStep("Overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("Sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddSliderStep("Time range", 100, 10000, 5000, v => scrollContainers.ForEach(c => c.TimeRange = v));
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AddStep("Add control point", () => addControlPoint(Time.Current + 5000));
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AddSliderStep("Time range", 100, 10000, spawn_interval, v => scrollContainers.Where(c => c != null).ForEach(c => c.TimeRange = v));
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AddStep("Add control point", () => addControlPoint(Time.Current + spawn_interval));
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}
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protected override void LoadComplete()
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[Test]
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public void TestScrollLifetime()
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{
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base.LoadComplete();
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = 0; i <= 5000; i += 1000)
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addHitObject(Time.Current + i);
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Scheduler.AddDelayed(() => addHitObject(Time.Current + 5000), 1000, true);
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AddStep("Set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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// scroll container time range must be less than the rate of spawning hitobjects
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// otherwise the hitobjects will spawn already partly visible on screen and look wrong
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AddStep("Set time range", () => scrollContainers.ForEach(c => c.TimeRange = spawn_interval / 2.0));
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}
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private void addHitObject(double time)
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