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d262956146
Previously, non-pooled DHOs were immediately added as children of the HOC when Add is called. Also, non-pooled DHOs were always attached to the HOC as children. New behavior is that non-pooled DHOs are only added after CheckChildLifetime, and only attached to the HOC while the DHOs are alive. - LifetimeManagementContainer inheritance of HOC is removed, as it is now all DHOs are "unmanaged" (previously `AddInternal(false)`). - The signature of `Clear` is changed, and it is now always not disposing the children immediately.
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
// 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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public abstract class HitObjectApplicationTestScene : OsuTestScene
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{
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[Cached(typeof(IScrollingInfo))]
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private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
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{
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Direction = { Value = ScrollingDirection.Left },
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TimeRange = { Value = 1000 },
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};
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private ScrollingHitObjectContainer hitObjectContainer;
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[BackgroundDependencyLoader]
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private void load()
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{
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Child = hitObjectContainer = new ScrollingHitObjectContainer
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{
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RelativeSizeAxes = Axes.X,
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Height = 200,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Clock = new FramedClock(new StopwatchClock())
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};
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}
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[SetUpSteps]
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public void SetUp()
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=> AddStep("clear SHOC", () => hitObjectContainer.Clear());
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protected void AddHitObject(DrawableHitObject hitObject)
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=> AddStep("add to SHOC", () => hitObjectContainer.Add(hitObject));
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protected void RemoveHitObject(DrawableHitObject hitObject)
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=> AddStep("remove from SHOC", () => hitObjectContainer.Remove(hitObject));
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protected TObject PrepareObject<TObject>(TObject hitObject)
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where TObject : TaikoHitObject
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{
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hitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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return hitObject;
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}
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}
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}
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