// 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.Components; using osuTK; namespace osu.Game.Tests.Visual.Editing { [TestFixture] public class TestSceneEditorClock : EditorClockTestScene { 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) } } }); } [BackgroundDependencyLoader] private void load() { 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", () => Clock.Seek(0)); AddStep("start clock", Clock.Start); AddAssert("clock running", () => Clock.IsRunning); AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250)); AddUntilStep("clock stops", () => !Clock.IsRunning); AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength); AddStep("start clock again", Clock.Start); AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500); } [Test] public void TestWrapWhenStoppedAtTrackEnd() { AddStep("reset clock", () => Clock.Seek(0)); AddStep("stop clock", Clock.Stop); AddAssert("clock stopped", () => !Clock.IsRunning); AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength)); AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength); AddStep("start clock again", Clock.Start); AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500); } protected override void Dispose(bool isDisposing) { Beatmap.Disabled = false; base.Dispose(isDisposing); } } }