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1005b7ac85
I don't know what this test was trying to do, but it was wrong. Any offset which is applied should be invisible to the clock's final `CurrentTime` (and to the user).
112 lines
4.3 KiB
C#
112 lines
4.3 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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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namespace osu.Game.Tests.Visual.Editing
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{
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[TestFixture]
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public partial class TestSceneEditorClock : EditorClockTestScene
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{
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[Cached]
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private EditorBeatmap editorBeatmap = new EditorBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo));
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public TestSceneEditorClock()
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{
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Add(new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new TimeInfoContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 100)
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},
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new PlaybackControl
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 100)
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}
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}
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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// ensure that music controller does not change this beatmap due to it
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// completing naturally as part of the test.
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Beatmap.Disabled = true;
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}
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[Test]
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public void TestStopAtTrackEnd()
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{
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AddStep("reset clock", () => EditorClock.Seek(0));
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AddStep("start clock", () => EditorClock.Start());
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AddAssert("clock running", () => EditorClock.IsRunning);
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AddStep("seek near end", () => EditorClock.Seek(EditorClock.TrackLength - 250));
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AddUntilStep("clock stops", () => !EditorClock.IsRunning);
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AddUntilStep("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
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AddStep("start clock again", () => EditorClock.Start());
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AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500);
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}
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[Test]
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public void TestWrapWhenStoppedAtTrackEnd()
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{
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AddStep("reset clock", () => EditorClock.Seek(0));
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AddStep("stop clock", () => EditorClock.Stop());
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AddAssert("clock stopped", () => !EditorClock.IsRunning);
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AddStep("seek exactly to end", () => EditorClock.Seek(EditorClock.TrackLength));
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AddAssert("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
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AddStep("start clock again", () => EditorClock.Start());
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AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500);
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}
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[Test]
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public void TestClampWhenSeekOutsideBeatmapBounds()
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{
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AddStep("stop clock", () => EditorClock.Stop());
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AddStep("seek before start time", () => EditorClock.Seek(-1000));
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AddAssert("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0));
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AddStep("seek beyond track length", () => EditorClock.Seek(EditorClock.TrackLength + 1000));
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AddAssert("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
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AddStep("seek smoothly before start time", () => EditorClock.SeekSmoothlyTo(-1000));
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AddUntilStep("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0));
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AddStep("seek smoothly beyond track length", () => EditorClock.SeekSmoothlyTo(EditorClock.TrackLength + 1000));
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AddUntilStep("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
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}
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protected override void Dispose(bool isDisposing)
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{
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Beatmap.Disabled = false;
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base.Dispose(isDisposing);
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}
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}
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}
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