// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Tests.Beatmaps; using OpenTK; using OpenTK.Graphics; namespace osu.Game.Tests.Visual { public class TestCaseEditorSeekSnapping : OsuTestCase { public override IReadOnlyList RequiredTypes => new[] { typeof(HitObjectComposer) }; private Track track; private HitObjectComposer composer; private DecoupleableInterpolatingFramedClock clock; [BackgroundDependencyLoader] private void load(OsuGameBase osuGame) { clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; var testBeatmap = new Beatmap { ControlPointInfo = new ControlPointInfo { TimingPoints = { new TimingControlPoint { Time = 0, BeatLength = 200}, new TimingControlPoint { Time = 100, BeatLength = 400 }, new TimingControlPoint { Time = 175, BeatLength = 800 }, new TimingControlPoint { Time = 350, BeatLength = 200 }, new TimingControlPoint { Time = 450, BeatLength = 100 }, new TimingControlPoint { Time = 500, BeatLength = 307.69230769230802 } } }, HitObjects = { new HitCircle { StartTime = 0 }, new HitCircle { StartTime = 5000 } } }; osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap); track = osuGame.Beatmap.Value.Track; Child = new GridContainer { RelativeSizeAxes = Axes.Both, Content = new[] { new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset(), clock, clock) }, new Drawable[] { new TimingPointVisualiser(testBeatmap, track) { Clock = clock } }, }, RowDimensions = new[] { new Dimension(GridSizeMode.Distributed), new Dimension(GridSizeMode.AutoSize), } }; testSeekNoSnapping(); testSeekSnappingOnBeat(); testSeekSnappingInBetweenBeat(); testSeekForwardNoSnapping(); testSeekForwardSnappingOnBeat(); testSeekForwardSnappingFromInBetweenBeat(); testSeekBackwardSnappingOnBeat(); testSeekBackwardSnappingFromInBetweenBeat(); testSeekingWithFloatingPointBeatLength(); } /// /// Tests whether time is correctly seeked without snapping. /// private void testSeekNoSnapping() { reset(); // Forwards AddStep("Seek(0)", () => composer.SeekTo(0)); AddAssert("Time = 0", () => clock.CurrentTime == 0); AddStep("Seek(33)", () => composer.SeekTo(33)); AddAssert("Time = 33", () => clock.CurrentTime == 33); AddStep("Seek(89)", () => composer.SeekTo(89)); AddAssert("Time = 89", () => clock.CurrentTime == 89); // Backwards AddStep("Seek(25)", () => composer.SeekTo(25)); AddAssert("Time = 25", () => clock.CurrentTime == 25); AddStep("Seek(0)", () => composer.SeekTo(0)); AddAssert("Time = 0", () => clock.CurrentTime == 0); } /// /// Tests whether seeking to exact beat times puts us on the beat time. /// These are the white/yellow ticks on the graph. /// private void testSeekSnappingOnBeat() { reset(); AddStep("Seek(0), Snap", () => composer.SeekTo(0, true)); AddAssert("Time = 0", () => clock.CurrentTime == 0); AddStep("Seek(50), Snap", () => composer.SeekTo(50, true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("Seek(100), Snap", () => composer.SeekTo(100, true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("Seek(175), Snap", () => composer.SeekTo(175, true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("Seek(350), Snap", () => composer.SeekTo(350, true)); AddAssert("Time = 350", () => clock.CurrentTime == 350); AddStep("Seek(400), Snap", () => composer.SeekTo(400, true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("Seek(450), Snap", () => composer.SeekTo(450, true)); AddAssert("Time = 450", () => clock.CurrentTime == 450); } /// /// Tests whether seeking to somewhere in the middle between beats puts us on the expected beats. /// For example, snapping between a white/yellow beat should put us on either the yellow or white, depending on which one we're closer too. /// If /// private void testSeekSnappingInBetweenBeat() { reset(); AddStep("Seek(24), Snap", () => composer.SeekTo(24, true)); AddAssert("Time = 0", () => clock.CurrentTime == 0); AddStep("Seek(26), Snap", () => composer.SeekTo(26, true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("Seek(150), Snap", () => composer.SeekTo(150, true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("Seek(170), Snap", () => composer.SeekTo(170, true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("Seek(274), Snap", () => composer.SeekTo(274, true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("Seek(276), Snap", () => composer.SeekTo(276, true)); AddAssert("Time = 350", () => clock.CurrentTime == 350); } /// /// 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). /// private void testSeekForwardNoSnapping() { reset(); AddStep("SeekForward", () => composer.SeekForward()); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("SeekForward", () => composer.SeekForward()); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("SeekForward", () => composer.SeekForward()); AddAssert("Time = 200", () => clock.CurrentTime == 200); AddStep("SeekForward", () => composer.SeekForward()); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("SeekForward", () => composer.SeekForward()); AddAssert("Time = 450", () => clock.CurrentTime == 450); } /// /// Tests that when seeking forward with beat snapping, all beats are snapped to and timing points are never skipped. /// private void testSeekForwardSnappingOnBeat() { reset(); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 350", () => clock.CurrentTime == 350); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 450", () => clock.CurrentTime == 450); } /// /// Tests that when seeking forward from in-between two beats, the next beat or timing point is snapped to, and no beats are skipped. /// This will also test being extremely close to the next beat/timing point, to ensure rounding is not an issue. /// private void testSeekForwardSnappingFromInBetweenBeat() { reset(); AddStep("Seek(49)", () => composer.SeekTo(49)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("Seek(49.999)", () => composer.SeekTo(49.999)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("Seek(99)", () => composer.SeekTo(99)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("Seek(99.999)", () => composer.SeekTo(99.999)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("Seek(174)", () => composer.SeekTo(174)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("Seek(349)", () => composer.SeekTo(349)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 350", () => clock.CurrentTime == 350); AddStep("Seek(399)", () => composer.SeekTo(399)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("Seek(449)", () => composer.SeekTo(449)); AddStep("SeekForward, Snap", () => composer.SeekForward(true)); AddAssert("Time = 450", () => clock.CurrentTime == 450); } /// /// 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). /// private void testSeekBackwardNoSnapping() { reset(); AddStep("Seek(450)", () => composer.SeekTo(450)); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 425", () => clock.CurrentTime == 425); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 375", () => clock.CurrentTime == 375); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 325", () => clock.CurrentTime == 325); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 125", () => clock.CurrentTime == 125); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 25", () => clock.CurrentTime == 25); AddStep("SeekBackward", () => composer.SeekBackward()); AddAssert("Time = 0", () => clock.CurrentTime == 0); } /// /// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped. /// private void testSeekBackwardSnappingOnBeat() { reset(); AddStep("Seek(450)", () => composer.SeekTo(450)); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 350", () => clock.CurrentTime == 350); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 175", () => clock.CurrentTime == 175); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 100", () => clock.CurrentTime == 100); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 50", () => clock.CurrentTime == 50); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 0", () => clock.CurrentTime == 0); } /// /// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped. /// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue. /// private void testSeekBackwardSnappingFromInBetweenBeat() { reset(); AddStep("Seek(451)", () => composer.SeekTo(451)); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 450", () => clock.CurrentTime == 450); AddStep("Seek(450.999)", () => composer.SeekTo(450.999)); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 450", () => clock.CurrentTime == 450); AddStep("Seek(401)", () => composer.SeekTo(401)); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); AddStep("Seek(401.999)", () => composer.SeekTo(401.999)); AddStep("SeekBackward, Snap", () => composer.SeekBackward(true)); AddAssert("Time = 400", () => clock.CurrentTime == 400); } /// /// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength. /// private void testSeekingWithFloatingPointBeatLength() { reset(); double lastTime = 0; AddStep("Seek(0)", () => composer.SeekTo(0)); for (int i = 0; i < 20; i++) { AddStep("SeekForward, Snap", () => { lastTime = clock.CurrentTime; composer.SeekForward(true); }); AddAssert("Time > lastTime", () => clock.CurrentTime > lastTime); } for (int i = 0; i < 20; i++) { AddStep("SeekBackward, Snap", () => { lastTime = clock.CurrentTime; composer.SeekBackward(true); }); AddAssert("Time < lastTime", () => clock.CurrentTime < lastTime); } AddAssert("Time = 0", () => clock.CurrentTime == 0); } private void reset() { AddStep("Reset", () => composer.SeekTo(0)); } private class TestHitObjectComposer : HitObjectComposer { public TestHitObjectComposer(Ruleset ruleset, IAdjustableClock adjustableClock, IFrameBasedClock framedClock) : base(ruleset, adjustableClock, framedClock) { } protected override IReadOnlyList CompositionTools => new ICompositionTool[0]; } private class TimingPointVisualiser : CompositeDrawable { private readonly Track track; private readonly Drawable tracker; public TimingPointVisualiser(Beatmap beatmap, Track track) { this.track = track; Anchor = Anchor.Centre; Origin = Anchor.Centre; RelativeSizeAxes = Axes.X; AutoSizeAxes = Axes.Y; Width = 0.75f; FillFlowContainer timelineContainer; InternalChildren = new Drawable[] { new Box { Name = "Background", RelativeSizeAxes = Axes.Both, Colour = Color4.Black.Opacity(85f) }, new Container { Name = "Tracks", RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Padding = new MarginPadding(15), Children = new[] { tracker = new Box { Anchor = Anchor.CentreLeft, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Y, RelativePositionAxes = Axes.X, Width = 2, Colour = Color4.Red, }, timelineContainer = new FillFlowContainer { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Spacing = new Vector2(0, 5) }, } } }; var timingPoints = beatmap.ControlPointInfo.TimingPoints; for (int i = 0; i < timingPoints.Count; i++) { TimingControlPoint next = i == timingPoints.Count - 1 ? null : timingPoints[i + 1]; timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? beatmap.HitObjects.Last().StartTime, track.Length)); } } protected override void Update() { base.Update(); tracker.X = (float)(Time.Current / track.Length); } private class TimingPointTimeline : CompositeDrawable { public TimingPointTimeline(TimingControlPoint timingPoint, double endTime, double fullDuration) { RelativeSizeAxes = Axes.X; AutoSizeAxes = Axes.Y; Box createMainTick(double time) => new Box { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomCentre, RelativePositionAxes = Axes.X, X = (float)(time / fullDuration), Height = 10, Width = 2 }; Box createBeatTick(double time) => new Box { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomCentre, RelativePositionAxes = Axes.X, X = (float)(time / fullDuration), Height = 5, Width = 2, Colour = time > endTime ? Color4.Gray : Color4.Yellow }; AddInternal(createMainTick(timingPoint.Time)); AddInternal(createMainTick(endTime)); for (double t = timingPoint.Time + timingPoint.BeatLength / 4; t < fullDuration; t += timingPoint.BeatLength / 4) AddInternal(createBeatTick(t)); } } } } }