Tidy up clock logic using DI and a GameplayClock

This commit is contained in:
Dean Herbert
2019-03-05 13:26:54 +09:00
parent 7c54e67b6e
commit 01f1018d02
11 changed files with 127 additions and 83 deletions

View File

@ -3,6 +3,7 @@
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
@ -19,14 +20,20 @@ namespace osu.Game.Tests.Visual
private readonly StopwatchClock clock;
[Cached]
private readonly GameplayClock gameplayClock;
private readonly FramedClock framedClock;
public TestCaseSongProgress()
{
clock = new StopwatchClock(true);
gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
Add(progress = new SongProgress
{
RelativeSizeAxes = Axes.X,
AudioClock = new StopwatchClock(true),
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
});
@ -68,8 +75,13 @@ namespace osu.Game.Tests.Visual
progress.Objects = objects;
graph.Objects = objects;
progress.AudioClock = clock;
progress.OnSeek = pos => clock.Seek(pos);
progress.RequestSeek = pos => clock.Seek(pos);
}
protected override void Update()
{
base.Update();
framedClock.ProcessFrame();
}
private class TestSongProgressGraph : SongProgressGraph