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12469469ad
Modify TestSceneScrollingHitObjects to contain a test case that serves as a reproduction for a visual bug in which using the overlapping scroll algorithm results in an incorrect origin adjustment for lifetime.
274 lines
10 KiB
C#
274 lines
10 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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
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public class TestSceneScrollingHitObjects : OsuTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(Playfield) };
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[Cached(typeof(IReadOnlyList<Mod>))]
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private IReadOnlyList<Mod> mods { get; set; } = Array.Empty<Mod>();
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private const int time_range = 5000;
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private const int spawn_rate = time_range / 10;
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private readonly ScrollingTestContainer[] scrollContainers = new ScrollingTestContainer[4];
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private readonly TestPlayfield[] playfields = new TestPlayfield[4];
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private ScheduledDelegate hitObjectSpawnDelegate;
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[]
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{
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scrollContainers[0] = new ScrollingTestContainer(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[0] = new TestPlayfield(),
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TimeRange = time_range
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},
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scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Down)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[1] = new TestPlayfield(),
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TimeRange = time_range
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},
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},
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new Drawable[]
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{
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scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Left)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[2] = new TestPlayfield(),
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TimeRange = time_range
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},
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scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Right)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[3] = new TestPlayfield(),
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TimeRange = time_range
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}
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}
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}
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};
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setUpHitObjects();
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});
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private void setUpHitObjects()
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{
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = spawn_rate / 2; i <= time_range; i += spawn_rate)
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addHitObject(Time.Current + i);
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hitObjectSpawnDelegate?.Cancel();
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hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + time_range), spawn_rate, true);
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}
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private IList<MultiplierControlPoint> testControlPoints => new List<MultiplierControlPoint>
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{
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new MultiplierControlPoint(time_range) { DifficultyPoint = { SpeedMultiplier = 1.25 } },
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new MultiplierControlPoint(1.5 * time_range) { DifficultyPoint = { SpeedMultiplier = 1 } },
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new MultiplierControlPoint(2 * time_range) { DifficultyPoint = { SpeedMultiplier = 1.5 } }
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};
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[Test]
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public void TestScrollAlgorithms()
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{
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AddStep("constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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AddStep("overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddSliderStep("time range", 100, 10000, time_range, v => scrollContainers.Where(c => c != null).ForEach(c => c.TimeRange = v));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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}
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[Test]
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public void TestConstantScrollLifetime()
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{
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AddStep("set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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// scroll container time range must be less than the rate of spawning hitobjects
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// otherwise the hitobjects will spawn already partly visible on screen and look wrong
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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}
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[Test]
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public void TestSequentialScrollLifetime()
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{
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AddStep("set sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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}
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[Test]
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public void TestOverlappingScrollLifetime()
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{
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AddStep("set overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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}
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private void addHitObject(double time)
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{
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playfields.ForEach(p =>
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{
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var hitObject = new TestDrawableHitObject(time);
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setAnchor(hitObject, p);
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p.Add(hitObject);
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});
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}
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private TestDrawableControlPoint createDrawablePoint(TestPlayfield playfield, double t)
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{
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var obj = new TestDrawableControlPoint(playfield.Direction, t);
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setAnchor(obj, playfield);
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return obj;
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}
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private void addControlPoints(IList<MultiplierControlPoint> controlPoints, double sequenceStartTime)
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{
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controlPoints.ForEach(point => point.StartTime += sequenceStartTime);
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scrollContainers.ForEach(container =>
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{
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container.ControlPoints.AddRange(controlPoints);
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});
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foreach (var playfield in playfields)
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{
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foreach (var controlPoint in controlPoints)
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playfield.Add(createDrawablePoint(playfield, controlPoint.StartTime));
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}
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}
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private void setAnchor(DrawableHitObject obj, TestPlayfield playfield)
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{
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switch (playfield.Direction)
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{
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case ScrollingDirection.Up:
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obj.Anchor = Anchor.TopCentre;
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break;
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case ScrollingDirection.Down:
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obj.Anchor = Anchor.BottomCentre;
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break;
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case ScrollingDirection.Left:
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obj.Anchor = Anchor.CentreLeft;
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break;
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case ScrollingDirection.Right:
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obj.Anchor = Anchor.CentreRight;
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break;
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}
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}
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private void setScrollAlgorithm(ScrollVisualisationMethod algorithm) => scrollContainers.ForEach(c => c.ScrollAlgorithm = algorithm);
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private class TestPlayfield : ScrollingPlayfield
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{
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public new ScrollingDirection Direction => base.Direction.Value;
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public TestPlayfield()
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{
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Padding = new MarginPadding(2);
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InternalChildren = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.5f,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Child = HitObjectContainer
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}
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};
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}
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}
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private class TestDrawableControlPoint : DrawableHitObject<HitObject>
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{
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public TestDrawableControlPoint(ScrollingDirection direction, double time)
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: base(new HitObject { StartTime = time })
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{
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Origin = Anchor.Centre;
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AddInternal(new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both
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});
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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RelativeSizeAxes = Axes.X;
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Height = 2;
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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RelativeSizeAxes = Axes.Y;
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Width = 2;
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break;
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}
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}
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}
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private class TestDrawableHitObject : DrawableHitObject<HitObject>
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{
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public TestDrawableHitObject(double time)
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: base(new HitObject { StartTime = time })
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{
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Origin = Anchor.Custom;
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OriginPosition = new Vector2(75 / 4.0f);
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AutoSizeAxes = Axes.Both;
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AddInternal(new Box
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{
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Size = new Vector2(75),
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Colour = new Color4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1)
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});
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}
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}
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}
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}
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