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Allow song progress bar to show current position during a seek (#4746)
Allow song progress bar to show current position during a seek Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
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commit
ad93eda399
@ -60,6 +60,8 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public Container Overlays { get; private set; }
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public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
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/// </summary>
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@ -340,6 +342,11 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The frame-stable clock which is being used for playfield display.
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/// </summary>
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public abstract GameplayClock FrameStableClock { get; }
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/// <summary>~
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/// The associated ruleset.
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/// </summary>
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@ -24,10 +24,14 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public int MaxCatchUpFrames { get; set; } = 5;
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[Cached]
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public GameplayClock GameplayClock { get; }
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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{
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RelativeSizeAxes = Axes.Both;
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gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
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GameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
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this.gameplayStartTime = gameplayStartTime;
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}
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@ -36,9 +40,6 @@ namespace osu.Game.Rulesets.UI
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private readonly FramedClock framedClock;
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[Cached]
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private GameplayClock gameplayClock;
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private IFrameBasedClock parentGameplayClock;
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[BackgroundDependencyLoader(true)]
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@ -47,7 +48,7 @@ namespace osu.Game.Rulesets.UI
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if (clock != null)
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{
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parentGameplayClock = clock;
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gameplayClock.IsPaused.BindTo(clock.IsPaused);
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GameplayClock.IsPaused.BindTo(clock.IsPaused);
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}
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}
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@ -80,7 +81,7 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = !gameplayClock.IsPaused.Value;
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validState = !GameplayClock.IsPaused.Value;
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int loops = 0;
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@ -169,7 +170,7 @@ namespace osu.Game.Rulesets.UI
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if (parentGameplayClock == null)
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parentGameplayClock = Clock;
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Clock = gameplayClock;
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Clock = GameplayClock;
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ProcessCustomClock = false;
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}
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@ -35,6 +35,10 @@ namespace osu.Game.Screens.Play
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public readonly HoldForMenuButton HoldToQuit;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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private readonly ScoreProcessor scoreProcessor;
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private readonly DrawableRuleset drawableRuleset;
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private readonly IReadOnlyList<Mod> mods;
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private Bindable<bool> showHud;
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private readonly Container visibilityContainer;
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private readonly BindableBool replayLoaded = new BindableBool();
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@ -45,6 +49,10 @@ namespace osu.Game.Screens.Play
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public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
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{
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this.scoreProcessor = scoreProcessor;
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this.drawableRuleset = drawableRuleset;
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this.mods = mods;
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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@ -89,20 +97,21 @@ namespace osu.Game.Screens.Play
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}
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
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{
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BindProcessor(scoreProcessor);
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BindDrawableRuleset(drawableRuleset);
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Progress.Objects = drawableRuleset.Objects;
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Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
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Progress.RequestSeek = time => RequestSeek(time);
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Progress.ReferenceClock = drawableRuleset.FrameStableClock;
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ModDisplay.Current.Value = mods;
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
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{
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showHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
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showHud.ValueChanged += visible => visibilityContainer.FadeTo(visible.NewValue ? 1 : 0, duration);
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showHud.TriggerChange();
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@ -10,6 +10,7 @@ using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.UI;
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@ -55,7 +56,9 @@ namespace osu.Game.Screens.Play
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private readonly BindableBool replayLoaded = new BindableBool();
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private GameplayClock gameplayClock;
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public IClock ReferenceClock;
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private IClock gameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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@ -154,10 +157,12 @@ namespace osu.Game.Screens.Play
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if (objects == null)
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return;
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double position = gameplayClock?.CurrentTime ?? Time.Current;
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double progress = Math.Min(1, (position - firstHitTime) / (lastHitTime - firstHitTime));
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double gameplayTime = gameplayClock?.CurrentTime ?? Time.Current;
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double frameStableTime = ReferenceClock?.CurrentTime ?? gameplayTime;
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bar.CurrentTime = position;
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double progress = Math.Min(1, (frameStableTime - firstHitTime) / (lastHitTime - firstHitTime));
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bar.CurrentTime = gameplayTime;
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.MathUtils;
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namespace osu.Game.Screens.Play
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{
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@ -107,9 +108,17 @@ namespace osu.Game.Screens.Play
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protected override void UpdateValue(float value)
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{
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var xFill = value * UsableWidth;
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fill.Width = xFill;
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handleBase.X = xFill;
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// handled in update
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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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float newX = (float)Interpolation.Lerp(handleBase.X, NormalizedValue * UsableWidth, MathHelper.Clamp(Time.Elapsed / 40, 0, 1));
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fill.Width = newX;
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handleBase.X = newX;
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}
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protected override void OnUserChange(double value) => OnSeek?.Invoke(value);
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