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Fix BreakOverlay not properly working with rewinding
In various ways: * It wouldn't show up if rewound after the break was complete. * The time would increase backwards if rewind happened during a break. * Etc. * Basically the fix is to use transformations everywhere. BreakOverlay could be refactored further, but this is enough to make it work for now.
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@ -30,6 +30,8 @@ namespace osu.Game.Screens.Play.BreaksOverlay
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}
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}
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}
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}
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public override bool RemoveCompletedTransforms => false;
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private readonly bool letterboxing;
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private readonly bool letterboxing;
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private readonly LetterboxOverlay letterboxOverlay;
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private readonly LetterboxOverlay letterboxOverlay;
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private readonly Container remainingTimeAdjustmentBox;
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private readonly Container remainingTimeAdjustmentBox;
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@ -101,38 +103,41 @@ namespace osu.Game.Screens.Play.BreaksOverlay
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if (!b.HasEffect)
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if (!b.HasEffect)
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continue;
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continue;
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using (BeginAbsoluteSequence(b.StartTime, true))
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{
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remainingTimeAdjustmentBox
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.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
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.Delay(b.Duration - fade_duration)
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.ResizeWidthTo(0);
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remainingTimeBox
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.ResizeWidthTo(0, b.Duration - fade_duration)
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.Then()
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.ResizeWidthTo(1);
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remainingTimeCounter.CountTo(b.Duration);
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}
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using (BeginAbsoluteSequence(b.StartTime))
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using (BeginAbsoluteSequence(b.StartTime))
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{
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{
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Schedule(() => onBreakIn(b));
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Schedule(() => showBreak(b));
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using (BeginDelayedSequence(b.Duration - fade_duration))
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using (BeginDelayedSequence(b.Duration - fade_duration))
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Schedule(onBreakOut);
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Schedule(hideBreak);
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}
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}
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}
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}
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}
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}
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private void onBreakIn(BreakPeriod b)
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private void showBreak(BreakPeriod b)
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{
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{
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if (letterboxing)
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if (letterboxing)
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letterboxOverlay.Show();
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letterboxOverlay.Show();
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remainingTimeAdjustmentBox
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.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
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.Delay(b.Duration - fade_duration)
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.ResizeWidthTo(0);
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remainingTimeBox
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.ResizeWidthTo(0, b.Duration - fade_duration)
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.Then()
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.ResizeWidthTo(1);
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remainingTimeCounter.StartCounting(b.EndTime);
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remainingTimeCounter.Show();
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remainingTimeCounter.Show();
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info.Show();
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info.Show();
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arrowsOverlay.Show();
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arrowsOverlay.Show();
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}
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}
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private void onBreakOut()
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private void hideBreak()
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{
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{
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if (letterboxing)
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if (letterboxing)
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letterboxOverlay.Hide();
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letterboxOverlay.Hide();
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@ -9,18 +9,12 @@ using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Screens.Play.BreaksOverlay
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namespace osu.Game.Screens.Play.BreaksOverlay
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{
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{
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public class RemainingTimeCounter : VisibilityContainer
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public class RemainingTimeCounter : Container
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{
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{
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private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
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private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
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private readonly OsuSpriteText counter;
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private readonly OsuSpriteText counter;
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private int? previousSecond;
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private double endTime;
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private bool isCounting;
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public RemainingTimeCounter()
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public RemainingTimeCounter()
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{
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{
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AutoSizeAxes = Axes.Both;
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AutoSizeAxes = Axes.Both;
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@ -31,35 +25,27 @@ namespace osu.Game.Screens.Play.BreaksOverlay
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TextSize = 33,
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TextSize = 33,
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Font = "Venera",
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Font = "Venera",
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};
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};
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Alpha = 0;
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}
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}
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public void StartCounting(double endTime)
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public void CountTo(double duration)
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{
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{
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this.endTime = endTime;
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double offset = 0;
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isCounting = true;
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}
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protected override void Update()
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while (duration > 0)
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{
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base.Update();
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if (isCounting)
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{
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{
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var currentTime = Clock.CurrentTime;
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int seconds = (int)Math.Ceiling(duration / 1000);
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if (currentTime < endTime)
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counter.Delay(offset).TransformTextTo(seconds.ToString());
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{
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int currentSecond = (int)Math.Ceiling((endTime - Clock.CurrentTime) / 1000.0);
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double localOffset = duration - (seconds - 1) * 1000 + 1; // +1 because we want the duration to be the next second when ceiled
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if (currentSecond != previousSecond)
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{
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offset += localOffset;
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counter.Text = currentSecond.ToString();
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duration -= localOffset;
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previousSecond = currentSecond;
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}
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}
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else isCounting = false;
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}
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}
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}
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}
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protected override void PopIn() => this.FadeIn(fade_duration);
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public override void Show() => this.FadeIn(fade_duration);
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protected override void PopOut() => this.FadeOut(fade_duration);
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public override void Hide() => this.FadeOut(fade_duration);
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}
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}
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}
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}
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