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92 lines
3.1 KiB
C#
92 lines
3.1 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;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Mania.Skinning;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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using osu.Game.Tests.Visual;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Tests.Skinning
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{
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/// <summary>
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/// A test scene for skinnable mania components.
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/// </summary>
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public abstract class ManiaSkinnableTestScene : SkinnableTestScene
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{
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protected const double START_TIME = 1000000000;
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[Cached(Type = typeof(IScrollingInfo))]
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private readonly TestScrollingInfo scrollingInfo = new TestScrollingInfo();
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ManiaRuleset),
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typeof(ManiaLegacySkinTransformer),
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typeof(ManiaSettingsSubsection)
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};
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protected override Ruleset CreateRulesetForSkinProvider() => new ManiaRuleset();
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protected ManiaSkinnableTestScene()
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{
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scrollingInfo.Direction.Value = ScrollingDirection.Down;
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Add(new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.SlateGray.Opacity(0.2f),
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Depth = 1
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});
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}
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[Test]
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public void TestScrollingDown()
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{
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AddStep("change direction to down", () => scrollingInfo.Direction.Value = ScrollingDirection.Down);
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}
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[Test]
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public void TestScrollingUp()
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{
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AddStep("change direction to up", () => scrollingInfo.Direction.Value = ScrollingDirection.Up);
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}
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private class TestScrollingInfo : IScrollingInfo
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{
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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IBindable<ScrollingDirection> IScrollingInfo.Direction => Direction;
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IBindable<double> IScrollingInfo.TimeRange { get; } = new Bindable<double>(1000);
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IScrollAlgorithm IScrollingInfo.Algorithm { get; } = new ZeroScrollAlgorithm();
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}
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private class ZeroScrollAlgorithm : IScrollAlgorithm
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{
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public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
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=> double.MinValue;
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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=> scrollLength;
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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=> (float)((time - START_TIME) / timeRange) * scrollLength;
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public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
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=> 0;
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public void Reset()
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{
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}
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}
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}
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}
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