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

70 lines
2.2 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.Bindables;
using osu.Framework.Input.Events;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
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 : OsuTestScene
{
protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
protected new readonly EditorClock Clock;
protected EditorClockTestScene()
{
Clock = new EditorClock(new ControlPointInfo(), 5000, BeatDivisor) { IsCoupled = false };
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.Cache(BeatDivisor);
dependencies.CacheAs<IFrameBasedClock>(Clock);
dependencies.CacheAs<IAdjustableClock>(Clock);
return dependencies;
}
[BackgroundDependencyLoader]
private void load()
{
Beatmap.BindValueChanged(beatmapChanged, true);
}
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
{
Clock.ControlPointInfo = e.NewValue.Beatmap.ControlPointInfo;
Clock.ChangeSource((IAdjustableClock)e.NewValue.Track ?? new StopwatchClock());
Clock.ProcessFrame();
}
protected override void Update()
{
base.Update();
Clock.ProcessFrame();
}
protected override bool OnScroll(ScrollEvent e)
{
if (e.ScrollDelta.Y > 0)
Clock.SeekBackward(true);
else
Clock.SeekForward(true);
return true;
}
}
}