// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Components; using osu.Game.Tests.Beatmaps; using osuTK; namespace osu.Game.Tests.Visual.Editing { [TestFixture] public partial class TestSceneEditorClock : EditorClockTestScene { [Cached] private EditorBeatmap editorBeatmap = new EditorBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo)); public TestSceneEditorClock() { Add(new FillFlowContainer { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new TimeInfoContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(200, 100) }, new PlaybackControl { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(200, 100) } } }); } protected override void LoadComplete() { base.LoadComplete(); Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); // ensure that music controller does not change this beatmap due to it // completing naturally as part of the test. Beatmap.Disabled = true; } [Test] public void TestStopAtTrackEnd() { AddStep("reset clock", () => EditorClock.Seek(0)); AddStep("start clock", () => EditorClock.Start()); AddAssert("clock running", () => EditorClock.IsRunning); AddStep("seek near end", () => EditorClock.Seek(EditorClock.TrackLength - 250)); AddUntilStep("clock stops", () => !EditorClock.IsRunning); AddUntilStep("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength)); AddStep("start clock again", () => EditorClock.Start()); AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500); } [Test] public void TestWrapWhenStoppedAtTrackEnd() { AddStep("reset clock", () => EditorClock.Seek(0)); AddStep("stop clock", () => EditorClock.Stop()); AddAssert("clock stopped", () => !EditorClock.IsRunning); AddStep("seek exactly to end", () => EditorClock.Seek(EditorClock.TrackLength)); AddAssert("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength)); AddStep("start clock again", () => EditorClock.Start()); AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500); } [Test] public void TestClampWhenSeekOutsideBeatmapBounds() { AddStep("stop clock", () => EditorClock.Stop()); AddStep("seek before start time", () => EditorClock.Seek(-1000)); AddAssert("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0)); AddStep("seek beyond track length", () => EditorClock.Seek(EditorClock.TrackLength + 1000)); AddAssert("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength)); AddStep("seek smoothly before start time", () => EditorClock.SeekSmoothlyTo(-1000)); AddUntilStep("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0)); AddStep("seek smoothly beyond track length", () => EditorClock.SeekSmoothlyTo(EditorClock.TrackLength + 1000)); AddUntilStep("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength)); } protected override void Dispose(bool isDisposing) { Beatmap.Disabled = false; base.Dispose(isDisposing); } } }