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osu-lazer/osu.Game/Tests/Visual/EditorClockTestScene.cs

88 lines
2.7 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 osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Screens.Edit;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// Provides a clock, beat-divisor, and scrolling capability for test cases of editor components that
/// are preferrably tested within the presence of a clock and seek controls.
/// </summary>
public abstract class EditorClockTestScene : OsuManualInputManagerTestScene
{
[Cached]
private readonly OverlayColourProvider overlayColour = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
[Cached]
protected new readonly EditorClock Clock;
private readonly Bindable<double> frequencyAdjustment = new BindableDouble(1);
protected virtual bool ScrollUsingMouseWheel => true;
protected EditorClockTestScene()
{
Clock = new EditorClock(new Beatmap(), BeatDivisor) { IsCoupled = false };
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.Cache(BeatDivisor);
dependencies.CacheAs(Clock);
return dependencies;
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.BindValueChanged(beatmapChanged, true);
AddSliderStep("editor clock rate", 0.0, 2.0, 1.0, v => frequencyAdjustment.Value = v);
}
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
{
e.OldValue?.Track.RemoveAdjustment(AdjustableProperty.Frequency, frequencyAdjustment);
Clock.Beatmap = e.NewValue.Beatmap;
Clock.ChangeSource(e.NewValue.Track);
Clock.ProcessFrame();
e.NewValue.Track.AddAdjustment(AdjustableProperty.Frequency, frequencyAdjustment);
}
protected override void Update()
{
base.Update();
Clock.ProcessFrame();
}
protected override bool OnScroll(ScrollEvent e)
{
if (!ScrollUsingMouseWheel)
return false;
if (e.ScrollDelta.Y > 0)
Clock.SeekBackward(true);
else
Clock.SeekForward(true);
return true;
}
}
}