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d8a4f9d37d
No "clipping" occur anymore for vertex positions. Instead, clipping may occur when the path is converted to a slider. Add tests for automatic slider velocity change.
272 lines
10 KiB
C#
272 lines
10 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 System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Catch.Edit.Blueprints;
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using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Catch.Tests.Editor
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{
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public class TestSceneJuiceStreamSelectionBlueprint : CatchSelectionBlueprintTestScene
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{
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private JuiceStream hitObject;
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private readonly ManualClock manualClock = new ManualClock();
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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EditorBeatmap.Clear();
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Content.Clear();
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manualClock.CurrentTime = 0;
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Content.Clock = new FramedClock(manualClock);
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InputManager.ReleaseButton(MouseButton.Left);
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InputManager.ReleaseKey(Key.ShiftLeft);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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[Test]
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public void TestBasicComponentLayout()
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{
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double[] times = { 100, 300, 500 };
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float[] positions = { 100, 200, 100 };
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addBlueprintStep(times, positions);
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for (int i = 0; i < times.Length; i++)
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addVertexCheckStep(times.Length, i, times[i], positions[i]);
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AddAssert("correct outline count", () =>
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{
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int expected = hitObject.NestedHitObjects.Count(h => !(h is TinyDroplet));
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return this.ChildrenOfType<FruitOutline>().Count() == expected;
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});
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AddAssert("correct vertex piece count", () =>
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this.ChildrenOfType<VertexPiece>().Count() == times.Length);
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AddAssert("first vertex is semitransparent", () =>
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Precision.DefinitelyBigger(1, this.ChildrenOfType<VertexPiece>().First().Alpha));
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}
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[Test]
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public void TestVertexDrag()
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{
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double[] times = { 100, 400, 700 };
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float[] positions = { 100, 100, 100 };
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addBlueprintStep(times, positions);
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addDragStartStep(times[1], positions[1]);
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AddMouseMoveStep(500, 150);
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addVertexCheckStep(3, 1, 500, 150);
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addDragEndStep();
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addDragStartStep(times[2], positions[2]);
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AddMouseMoveStep(300, 50);
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addVertexCheckStep(3, 1, 300, 50);
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addVertexCheckStep(3, 2, 500, 150);
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AddMouseMoveStep(-100, 100);
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addVertexCheckStep(3, 1, times[0], positions[0]);
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}
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[Test]
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public void TestMultipleDrag()
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{
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double[] times = { 100, 300, 500, 700 };
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float[] positions = { 100, 100, 100, 100 };
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addBlueprintStep(times, positions);
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AddMouseMoveStep(times[1], positions[1]);
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AddStep("press left", () => InputManager.PressButton(MouseButton.Left));
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AddStep("release left", () => InputManager.ReleaseButton(MouseButton.Left));
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AddStep("hold control", () => InputManager.PressKey(Key.ControlLeft));
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addDragStartStep(times[2], positions[2]);
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AddMouseMoveStep(times[2] - 50, positions[2] - 50);
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addVertexCheckStep(4, 1, times[1] - 50, positions[1] - 50);
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addVertexCheckStep(4, 2, times[2] - 50, positions[2] - 50);
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}
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[Test]
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public void TestSliderVelocityChange()
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{
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double[] times = { 100, 300 };
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float[] positions = { 200, 300 };
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addBlueprintStep(times, positions);
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AddAssert("default slider velocity", () => hitObject.DifficultyControlPoint.SliderVelocityBindable.IsDefault);
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addDragStartStep(times[1], positions[1]);
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AddMouseMoveStep(times[1], 400);
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AddAssert("slider velocity changed", () => !hitObject.DifficultyControlPoint.SliderVelocityBindable.IsDefault);
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}
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[Test]
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public void TestScrollWhileDrag()
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{
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double[] times = { 300, 500 };
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float[] positions = { 100, 100 };
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addBlueprintStep(times, positions);
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addDragStartStep(times[1], positions[1]);
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// This mouse move is necessary to start drag and capture the input.
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AddMouseMoveStep(times[1], positions[1] + 50);
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AddStep("scroll playfield", () => manualClock.CurrentTime += 200);
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AddMouseMoveStep(times[1] + 200, positions[1] + 100);
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addVertexCheckStep(2, 1, times[1] + 200, positions[1] + 100);
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}
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[Test]
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public void TestUpdateFromHitObject()
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{
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double[] times = { 100, 300 };
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float[] positions = { 200, 200 };
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addBlueprintStep(times, positions);
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AddStep("update hit object path", () =>
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{
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hitObject.Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(100, 100),
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new Vector2(0, 200),
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});
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EditorBeatmap.Update(hitObject);
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});
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AddAssert("path is updated", () => getVertices().Count > 2);
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}
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[Test]
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public void TestAddVertex()
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{
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double[] times = { 100, 700 };
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float[] positions = { 200, 200 };
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addBlueprintStep(times, positions, 0.2);
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addAddVertexSteps(500, 150);
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addVertexCheckStep(3, 1, 500, 150);
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addAddVertexSteps(90, 200);
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addVertexCheckStep(4, 1, times[0], positions[0]);
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addAddVertexSteps(750, 180);
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addVertexCheckStep(5, 4, 750, 180);
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AddAssert("duration is changed", () => Precision.AlmostEquals(hitObject.Duration, 800 - times[0], 1e-3));
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}
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[Test]
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public void TestDeleteVertex()
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{
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double[] times = { 100, 300, 500 };
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float[] positions = { 100, 200, 150 };
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addBlueprintStep(times, positions);
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addDeleteVertexSteps(times[1], positions[1]);
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addVertexCheckStep(2, 1, times[2], positions[2]);
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// The first vertex cannot be deleted.
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addDeleteVertexSteps(times[0], positions[0]);
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addVertexCheckStep(2, 0, times[0], positions[0]);
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addDeleteVertexSteps(times[2], positions[2]);
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addVertexCheckStep(1, 0, times[0], positions[0]);
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}
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[Test]
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public void TestVertexResampling()
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{
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addBlueprintStep(100, 100, new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(100, 100),
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new Vector2(50, 200),
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}), 0.5);
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AddAssert("1 vertex per 1 nested HO", () => getVertices().Count == hitObject.NestedHitObjects.Count);
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AddAssert("slider path not yet changed", () => hitObject.Path.ControlPoints[0].Type == PathType.PerfectCurve);
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addAddVertexSteps(150, 150);
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AddAssert("slider path change to linear", () => hitObject.Path.ControlPoints[0].Type == PathType.Linear);
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}
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private void addBlueprintStep(double time, float x, SliderPath sliderPath, double velocity) => AddStep("add selection blueprint", () =>
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{
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hitObject = new JuiceStream
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{
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StartTime = time,
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X = x,
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Path = sliderPath,
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};
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EditorBeatmap.Difficulty.SliderMultiplier = velocity;
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EditorBeatmap.Add(hitObject);
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EditorBeatmap.Update(hitObject);
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Assert.That(hitObject.Velocity, Is.EqualTo(velocity));
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AddBlueprint(new JuiceStreamSelectionBlueprint(hitObject));
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});
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private void addBlueprintStep(double[] times, float[] positions, double velocity = 0.5)
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{
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var path = new JuiceStreamPath();
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for (int i = 1; i < times.Length; i++)
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path.Add(times[i] - times[0], positions[i] - positions[0]);
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var sliderPath = new SliderPath();
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path.ConvertToSliderPath(sliderPath, 0, velocity);
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addBlueprintStep(times[0], positions[0], sliderPath, velocity);
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}
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private IReadOnlyList<JuiceStreamPathVertex> getVertices() => this.ChildrenOfType<EditablePath>().Single().Vertices;
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private void addVertexCheckStep(int count, int index, double time, float x) => AddAssert($"vertex {index} of {count} at {time}, {x}", () =>
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{
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double expectedTime = time - hitObject.StartTime;
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float expectedX = x - hitObject.OriginalX;
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var vertices = getVertices();
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return vertices.Count == count &&
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Precision.AlmostEquals(vertices[index].Time, expectedTime, 1e-3) &&
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Precision.AlmostEquals(vertices[index].X, expectedX);
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});
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private void addDragStartStep(double time, float x)
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{
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AddMouseMoveStep(time, x);
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AddStep("start dragging", () => InputManager.PressButton(MouseButton.Left));
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}
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private void addDragEndStep() => AddStep("end dragging", () => InputManager.ReleaseButton(MouseButton.Left));
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private void addAddVertexSteps(double time, float x)
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{
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AddMouseMoveStep(time, x);
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AddStep("add vertex", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Click(MouseButton.Left);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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}
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private void addDeleteVertexSteps(double time, float x)
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{
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AddMouseMoveStep(time, x);
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AddStep("delete vertex", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Click(MouseButton.Left);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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}
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}
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}
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