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Allow skip button to actuate more than once
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@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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skip = new SkipOverlay(6000)
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{
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RequestSeek = _ => requestCount++
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RequestSkip = () => requestCount++
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}
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},
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};
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@ -60,17 +60,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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checkRequestCount(1);
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}
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[Test]
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public void TestClickOnlyActuatesOnce()
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{
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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checkRequestCount(1);
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}
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[Test]
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public void TestDoesntFadeOnMouseDown()
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{
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@ -89,6 +89,11 @@ namespace osu.Game.Screens.Play
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private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
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[BackgroundDependencyLoader]
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@ -104,11 +109,9 @@ namespace osu.Game.Screens.Play
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startTime = Math.Min(startTime, 0);
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Seek(startTime);
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adjustableClock.ProcessFrame();
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UserPlaybackRate.ValueChanged += _ => updateRate();
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Seek(Math.Min(-beatmap.BeatmapInfo.AudioLeadIn, gameplayStartTime));
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}
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public void Restart()
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@ -139,6 +142,23 @@ namespace osu.Game.Screens.Play
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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}
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/// <summary>
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/// Skip forwardto the next valid skip point.
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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skipTarget = 0;
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Seek(skipTarget);
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// <remarks>
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@ -203,7 +203,7 @@ namespace osu.Game.Screens.Play
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},
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new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSeek = GameplayClockContainer.Seek
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RequestSkip = GameplayClockContainer.Skip
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},
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FailOverlay = new FailOverlay
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{
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@ -27,7 +27,7 @@ namespace osu.Game.Screens.Play
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{
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private readonly double startTime;
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public Action<double> RequestSeek;
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public Action RequestSkip;
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private Button button;
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private Box remainingTimeBox;
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@ -90,11 +90,6 @@ namespace osu.Game.Screens.Play
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};
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}
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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private const double skip_buffer = 1000;
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private const double fade_time = 300;
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private double beginFadeTime => startTime - fade_time;
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@ -104,7 +99,7 @@ namespace osu.Game.Screens.Play
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base.LoadComplete();
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// skip is not required if there is no extra "empty" time to skip.
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if (Clock.CurrentTime > beginFadeTime - skip_buffer)
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if (Clock.CurrentTime > beginFadeTime - GameplayClockContainer.MINIMUM_SKIP_TIME)
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{
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Alpha = 0;
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Expire();
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@ -115,10 +110,9 @@ namespace osu.Game.Screens.Play
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using (BeginAbsoluteSequence(beginFadeTime))
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this.FadeOut(fade_time);
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button.Action = () => RequestSeek?.Invoke(beginFadeTime);
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button.Action = () => RequestSkip?.Invoke();
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displayTime = Time.Current;
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Expire();
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}
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@ -335,13 +329,7 @@ namespace osu.Game.Screens.Play
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box.FlashColour(Color4.White, 500, Easing.OutQuint);
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aspect.ScaleTo(1.2f, 2000, Easing.OutQuint);
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bool result = base.OnClick(e);
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// for now, let's disable the skip button after the first press.
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// this will likely need to be contextual in the future (bound from external components).
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Enabled.Value = false;
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return result;
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return base.OnClick(e);
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}
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}
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}
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