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Merge branch 'master' into use-bindable-break-time-in-player
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commit
3f9f9e7bc9
@ -1,8 +1,11 @@
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// 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.Timing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Screens.Play;
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@ -11,78 +14,172 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestFixture]
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public class TestSceneBreakOverlay : OsuTestScene
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{
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private readonly BreakOverlay breakOverlay;
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(BreakOverlay),
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};
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private readonly TestBreakOverlay breakOverlay;
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private readonly IReadOnlyList<BreakPeriod> testBreaks = new List<BreakPeriod>
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{
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new BreakPeriod
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{
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StartTime = 1000,
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EndTime = 5000,
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},
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new BreakPeriod
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{
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StartTime = 6000,
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EndTime = 13500,
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},
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};
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public TestSceneBreakOverlay()
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{
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Child = breakOverlay = new BreakOverlay(true);
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AddStep("2s break", () => startBreak(2000));
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AddStep("5s break", () => startBreak(5000));
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AddStep("10s break", () => startBreak(10000));
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AddStep("15s break", () => startBreak(15000));
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AddStep("2s, 2s", startMultipleBreaks);
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AddStep("0.5s, 0.7s, 1s, 2s", startAnotherMultipleBreaks);
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Add(breakOverlay = new TestBreakOverlay(true));
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}
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private void startBreak(double duration)
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[Test]
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public void TestShowBreaks()
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{
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breakOverlay.Breaks = new List<BreakPeriod>
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setClock(false);
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addShowBreakStep(2);
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addShowBreakStep(5);
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addShowBreakStep(15);
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}
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[Test]
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public void TestNoEffectsBreak()
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{
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var shortBreak = new BreakPeriod { EndTime = 500 };
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setClock(true);
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loadBreaksStep("short break", new[] { shortBreak });
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addBreakSeeks(shortBreak, false);
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}
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[Test]
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public void TestMultipleBreaks()
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{
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setClock(true);
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loadBreaksStep("multiple breaks", testBreaks);
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foreach (var b in testBreaks)
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addBreakSeeks(b, false);
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}
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[Test]
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public void TestRewindBreaks()
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{
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setClock(true);
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loadBreaksStep("multiple breaks", testBreaks);
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foreach (var b in testBreaks.Reverse())
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addBreakSeeks(b, true);
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}
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[Test]
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public void TestSkipBreaks()
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{
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setClock(true);
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loadBreaksStep("multiple breaks", testBreaks);
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seekAndAssertBreak("seek to break start", testBreaks[1].StartTime, true);
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AddAssert("is skipped to break #2", () => breakOverlay.CurrentBreakIndex == 1);
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seekAndAssertBreak("seek to break middle", testBreaks[1].StartTime + testBreaks[1].Duration / 2, true);
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seekAndAssertBreak("seek to break end", testBreaks[1].EndTime, false);
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seekAndAssertBreak("seek to break after end", testBreaks[1].EndTime + 500, false);
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}
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private void addShowBreakStep(double seconds)
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{
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AddStep($"show '{seconds}s' break", () => breakOverlay.Breaks = new List<BreakPeriod>
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{
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new BreakPeriod
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{
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StartTime = Clock.CurrentTime,
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EndTime = Clock.CurrentTime + duration,
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EndTime = Clock.CurrentTime + seconds * 1000,
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}
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};
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});
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}
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private void startMultipleBreaks()
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private void setClock(bool useManual)
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{
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double currentTime = Clock.CurrentTime;
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breakOverlay.Breaks = new List<BreakPeriod>
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{
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new BreakPeriod
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{
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StartTime = currentTime,
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EndTime = currentTime + 2000,
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},
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new BreakPeriod
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{
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StartTime = currentTime + 4000,
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EndTime = currentTime + 6000,
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}
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};
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AddStep($"set {(useManual ? "manual" : "realtime")} clock", () => breakOverlay.SwitchClock(useManual));
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}
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private void startAnotherMultipleBreaks()
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private void loadBreaksStep(string breakDescription, IReadOnlyList<BreakPeriod> breaks)
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{
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double currentTime = Clock.CurrentTime;
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AddStep($"load {breakDescription}", () => breakOverlay.Breaks = breaks);
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seekAndAssertBreak("seek back to 0", 0, false);
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}
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breakOverlay.Breaks = new List<BreakPeriod>
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private void addBreakSeeks(BreakPeriod b, bool isReversed)
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{
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if (isReversed)
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{
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new BreakPeriod // Duration is less than 650 - too short to appear
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{
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StartTime = currentTime,
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EndTime = currentTime + 500,
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},
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new BreakPeriod
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{
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StartTime = currentTime + 1500,
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EndTime = currentTime + 2200,
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},
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new BreakPeriod
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{
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StartTime = currentTime + 3200,
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EndTime = currentTime + 4200,
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},
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new BreakPeriod
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{
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StartTime = currentTime + 5200,
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EndTime = currentTime + 7200,
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}
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};
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seekAndAssertBreak("seek to break after end", b.EndTime + 500, false);
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seekAndAssertBreak("seek to break end", b.EndTime, false);
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seekAndAssertBreak("seek to break middle", b.StartTime + b.Duration / 2, b.HasEffect);
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seekAndAssertBreak("seek to break start", b.StartTime, b.HasEffect);
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}
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else
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{
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seekAndAssertBreak("seek to break start", b.StartTime, b.HasEffect);
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seekAndAssertBreak("seek to break middle", b.StartTime + b.Duration / 2, b.HasEffect);
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seekAndAssertBreak("seek to break end", b.EndTime, false);
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seekAndAssertBreak("seek to break after end", b.EndTime + 500, false);
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}
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}
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private void seekAndAssertBreak(string seekStepDescription, double time, bool shouldBeBreak)
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{
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AddStep(seekStepDescription, () => breakOverlay.ManualClockTime = time);
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AddAssert($"is{(!shouldBeBreak ? " not" : string.Empty)} break time", () =>
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{
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breakOverlay.ProgressTime();
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return breakOverlay.IsBreakTime.Value == shouldBeBreak;
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});
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}
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private class TestBreakOverlay : BreakOverlay
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{
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private readonly FramedClock framedManualClock;
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private readonly ManualClock manualClock;
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private IFrameBasedClock originalClock;
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public new int CurrentBreakIndex => base.CurrentBreakIndex;
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public double ManualClockTime
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{
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get => manualClock.CurrentTime;
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set => manualClock.CurrentTime = value;
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}
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public TestBreakOverlay(bool letterboxing)
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: base(letterboxing)
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{
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framedManualClock = new FramedClock(manualClock = new ManualClock());
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ProcessCustomClock = false;
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}
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public void ProgressTime()
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{
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framedManualClock.ProcessFrame();
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Update();
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}
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public void SwitchClock(bool setManual) => Clock = setManual ? framedManualClock : originalClock;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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originalClock = Clock;
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}
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}
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}
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}
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@ -1,6 +1,8 @@
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// 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 osu.Game.Screens.Play;
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namespace osu.Game.Beatmaps.Timing
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{
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public class BreakPeriod
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@ -35,6 +37,6 @@ namespace osu.Game.Beatmaps.Timing
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/// </summary>
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/// <param name="time">The time to check in milliseconds.</param>
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/// <returns>Whether the time falls within this <see cref="BreakPeriod"/>.</returns>
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public bool Contains(double time) => time >= StartTime && time <= EndTime;
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public bool Contains(double time) => time >= StartTime && time <= EndTime - BreakOverlay.BREAK_FADE_DURATION;
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}
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}
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@ -2,7 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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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@ -15,7 +17,11 @@ namespace osu.Game.Screens.Play
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{
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public class BreakOverlay : Container
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{
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private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
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/// <summary>
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/// The duration of the break overlay fading.
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/// </summary>
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public const double BREAK_FADE_DURATION = BreakPeriod.MIN_BREAK_DURATION / 2;
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private const float remaining_time_container_max_size = 0.3f;
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private const int vertical_margin = 25;
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@ -29,12 +35,27 @@ namespace osu.Game.Screens.Play
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set
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{
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breaks = value;
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initializeBreaks();
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// reset index in case the new breaks list is smaller than last one
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isBreakTime.Value = false;
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CurrentBreakIndex = 0;
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if (IsLoaded)
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initializeBreaks();
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}
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}
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether the gameplay is currently in a break.
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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protected int CurrentBreakIndex;
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly Container remainingTimeAdjustmentBox;
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private readonly Container remainingTimeBox;
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private readonly RemainingTimeCounter remainingTimeCounter;
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@ -109,10 +130,36 @@ namespace osu.Game.Screens.Play
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initializeBreaks();
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}
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protected override void Update()
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{
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base.Update();
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updateBreakTimeBindable();
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}
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private void updateBreakTimeBindable()
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{
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if (breaks?.Any() != true)
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return;
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var time = Clock.CurrentTime;
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if (time > breaks[CurrentBreakIndex].EndTime)
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{
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while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1)
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CurrentBreakIndex++;
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}
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else
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{
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while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0)
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CurrentBreakIndex--;
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}
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var currentBreak = breaks[CurrentBreakIndex];
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isBreakTime.Value = currentBreak.HasEffect && currentBreak.Contains(time);
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}
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private void initializeBreaks()
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{
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if (!IsLoaded) return; // we need a clock.
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FinishTransforms(true);
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Scheduler.CancelDelayedTasks();
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@ -125,25 +172,25 @@ namespace osu.Game.Screens.Play
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using (BeginAbsoluteSequence(b.StartTime, true))
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{
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fadeContainer.FadeIn(fade_duration);
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breakArrows.Show(fade_duration);
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fadeContainer.FadeIn(BREAK_FADE_DURATION);
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breakArrows.Show(BREAK_FADE_DURATION);
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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(remaining_time_container_max_size, BREAK_FADE_DURATION, Easing.OutQuint)
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.Delay(b.Duration - BREAK_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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.ResizeWidthTo(0, b.Duration - BREAK_FADE_DURATION)
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.Then()
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.ResizeWidthTo(1);
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remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
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using (BeginDelayedSequence(b.Duration - fade_duration, true))
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using (BeginDelayedSequence(b.Duration - BREAK_FADE_DURATION, true))
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{
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fadeContainer.FadeOut(fade_duration);
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breakArrows.Hide(fade_duration);
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fadeContainer.FadeOut(BREAK_FADE_DURATION);
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breakArrows.Hide(BREAK_FADE_DURATION);
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}
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}
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}
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