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Decouple skip button animations from gameplay clock
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parent
46a94821d4
commit
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@ -4,8 +4,8 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Input;
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@ -18,40 +18,38 @@ namespace osu.Game.Tests.Visual.Gameplay
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private SkipOverlay skip;
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private int requestCount;
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private FramedOffsetClock offsetClock;
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private StopwatchClock stopwatchClock;
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private double increment;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClock gameplayClock;
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private const double skip_time = 6000;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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requestCount = 0;
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increment = 6000;
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increment = skip_time;
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Child = new Container
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Child = gameplayClockContainer = new GameplayClockContainer(CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo)), new Mod[] { }, 0)
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{
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RelativeSizeAxes = Axes.Both,
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Clock = offsetClock = new FramedOffsetClock(stopwatchClock = new StopwatchClock(true)),
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Children = new Drawable[]
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{
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skip = new SkipOverlay(6000)
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skip = new SkipOverlay(skip_time)
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{
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RequestSkip = () =>
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{
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requestCount++;
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offsetClock.Offset += increment;
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gameplayClockContainer.Seek(gameplayClock.CurrentTime + increment);
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}
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}
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},
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};
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});
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protected override void Update()
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{
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if (stopwatchClock != null)
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stopwatchClock.Rate = Clock.Rate;
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}
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gameplayClockContainer.Start();
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gameplayClock = gameplayClockContainer.GameplayClock;
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});
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[Test]
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public void TestFadeOnIdle()
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@ -80,7 +78,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () =>
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{
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increment = 6000 - offsetClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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InputManager.Click(MouseButton.Left);
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});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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@ -19,6 +19,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.MathUtils;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Screens.Play
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@ -35,6 +36,9 @@ namespace osu.Game.Screens.Play
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private FadeContainer fadeContainer;
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private double displayTime;
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[Resolved]
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private GameplayClock gameplayClock { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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/// <summary>
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@ -45,8 +49,6 @@ namespace osu.Game.Screens.Play
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{
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this.startTime = startTime;
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Show();
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RelativePositionAxes = Axes.Both;
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RelativeSizeAxes = Axes.X;
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@ -57,13 +59,8 @@ namespace osu.Game.Screens.Play
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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private void load(OsuColour colours)
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{
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var baseClock = Clock;
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if (clock != null)
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Clock = clock;
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Children = new Drawable[]
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{
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fadeContainer = new FadeContainer
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@ -73,7 +70,6 @@ namespace osu.Game.Screens.Play
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{
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button = new Button
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{
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Clock = baseClock,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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@ -92,40 +88,40 @@ namespace osu.Game.Screens.Play
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private const double fade_time = 300;
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private double beginFadeTime => startTime - fade_time;
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private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
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protected override void LoadComplete()
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{
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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 - GameplayClockContainer.MINIMUM_SKIP_TIME)
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// we may need to remove this if rewinding before the initial player load position becomes a thing.
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if (fadeOutBeginTime < gameplayClock.CurrentTime)
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{
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Alpha = 0;
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Expire();
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return;
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}
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this.FadeInFromZero(fade_time);
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using (BeginAbsoluteSequence(beginFadeTime))
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this.FadeOut(fade_time);
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button.Action = () => RequestSkip?.Invoke();
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displayTime = gameplayClock.CurrentTime;
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displayTime = Time.Current;
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Expire();
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Show();
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}
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protected override void PopIn() => this.FadeIn();
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protected override void PopIn() => this.FadeIn(fade_time);
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protected override void PopOut() => this.FadeOut();
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protected override void PopOut() => this.FadeOut(fade_time);
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protected override void Update()
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{
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base.Update();
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remainingTimeBox.ResizeWidthTo((float)Math.Max(0, 1 - (Time.Current - displayTime) / (beginFadeTime - displayTime)), 120, Easing.OutQuint);
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button.Enabled.Value = Time.Current < startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
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var progress = Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime));
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remainingTimeBox.Width = (float)Interpolation.Lerp(remainingTimeBox.Width, progress, Math.Clamp(Time.Elapsed / 40, 0, 1));
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button.Enabled.Value = progress > 0;
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State.Value = progress > 0 ? Visibility.Visible : Visibility.Hidden;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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