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osu-lazer/osu.Game.Tests/Visual/Editing/TestSceneEditorClock.cs
Dean Herbert 1005b7ac85
Fix incorrect test assumption in TestSceneEditorClock
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).
2023-10-06 16:43:28 +09:00

112 lines
4.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Tests.Visual.Editing
{
[TestFixture]
public partial class TestSceneEditorClock : EditorClockTestScene
{
[Cached]
private EditorBeatmap editorBeatmap = new EditorBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo));
public TestSceneEditorClock()
{
Add(new FillFlowContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new TimeInfoContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
},
new PlaybackControl
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
}
}
});
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
// ensure that music controller does not change this beatmap due to it
// completing naturally as part of the test.
Beatmap.Disabled = true;
}
[Test]
public void TestStopAtTrackEnd()
{
AddStep("reset clock", () => EditorClock.Seek(0));
AddStep("start clock", () => EditorClock.Start());
AddAssert("clock running", () => EditorClock.IsRunning);
AddStep("seek near end", () => EditorClock.Seek(EditorClock.TrackLength - 250));
AddUntilStep("clock stops", () => !EditorClock.IsRunning);
AddUntilStep("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
AddStep("start clock again", () => EditorClock.Start());
AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500);
}
[Test]
public void TestWrapWhenStoppedAtTrackEnd()
{
AddStep("reset clock", () => EditorClock.Seek(0));
AddStep("stop clock", () => EditorClock.Stop());
AddAssert("clock stopped", () => !EditorClock.IsRunning);
AddStep("seek exactly to end", () => EditorClock.Seek(EditorClock.TrackLength));
AddAssert("clock stopped at end", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
AddStep("start clock again", () => EditorClock.Start());
AddAssert("clock looped to start", () => EditorClock.IsRunning && EditorClock.CurrentTime < 500);
}
[Test]
public void TestClampWhenSeekOutsideBeatmapBounds()
{
AddStep("stop clock", () => EditorClock.Stop());
AddStep("seek before start time", () => EditorClock.Seek(-1000));
AddAssert("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0));
AddStep("seek beyond track length", () => EditorClock.Seek(EditorClock.TrackLength + 1000));
AddAssert("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
AddStep("seek smoothly before start time", () => EditorClock.SeekSmoothlyTo(-1000));
AddUntilStep("time is clamped to 0", () => EditorClock.CurrentTime, () => Is.EqualTo(0));
AddStep("seek smoothly beyond track length", () => EditorClock.SeekSmoothlyTo(EditorClock.TrackLength + 1000));
AddUntilStep("time is clamped to track length", () => EditorClock.CurrentTime, () => Is.EqualTo(EditorClock.TrackLength));
}
protected override void Dispose(bool isDisposing)
{
Beatmap.Disabled = false;
base.Dispose(isDisposing);
}
}
}