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80 lines
2.7 KiB
C#
80 lines
2.7 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.Utils;
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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;
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using osu.Game.Rulesets.Osu;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneEditorSeeking : EditorTestScene
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{
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = base.CreateBeatmap(ruleset);
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beatmap.BeatmapInfo.BeatDivisor = 1;
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beatmap.ControlPointInfo.Clear();
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 });
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beatmap.ControlPointInfo.Add(2000, new TimingControlPoint { BeatLength = 500 });
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return beatmap;
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}
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[Test]
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public void TestSnappedSeeking()
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{
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AddStep("seek to 0", () => EditorClock.Seek(0));
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AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
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pressAndCheckTime(Key.Right, 1000);
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pressAndCheckTime(Key.Right, 2000);
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pressAndCheckTime(Key.Right, 2500);
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pressAndCheckTime(Key.Right, 3000);
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pressAndCheckTime(Key.Left, 2500);
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pressAndCheckTime(Key.Left, 2000);
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pressAndCheckTime(Key.Left, 1000);
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}
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[Test]
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public void TestSnappedSeekingAfterControlPointChange()
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{
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AddStep("seek to 0", () => EditorClock.Seek(0));
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AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
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pressAndCheckTime(Key.Right, 1000);
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pressAndCheckTime(Key.Right, 2000);
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pressAndCheckTime(Key.Right, 2500);
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pressAndCheckTime(Key.Right, 3000);
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AddStep("remove 2nd timing point", () =>
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{
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EditorBeatmap.BeginChange();
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var group = EditorBeatmap.ControlPointInfo.GroupAt(2000);
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EditorBeatmap.ControlPointInfo.RemoveGroup(group);
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EditorBeatmap.EndChange();
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});
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pressAndCheckTime(Key.Left, 2000);
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pressAndCheckTime(Key.Left, 1000);
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pressAndCheckTime(Key.Right, 2000);
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pressAndCheckTime(Key.Right, 3000);
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}
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private void pressAndCheckTime(Key key, double expectedTime)
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{
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AddStep($"press {key}", () => InputManager.Key(key));
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AddUntilStep($"time is {expectedTime}", () => Precision.AlmostEquals(expectedTime, EditorClock.CurrentTime, 1));
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}
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}
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}
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