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Give editor a custom clock to handle seeking
This commit is contained in:
parent
e120b0edae
commit
c7abd56fc4
@ -3,23 +3,20 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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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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using osu.Framework.Timing;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Screens.Compose;
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using osu.Game.Tests.Beatmaps;
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using OpenTK;
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using OpenTK.Graphics;
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@ -29,26 +26,13 @@ namespace osu.Game.Tests.Visual
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
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private Track track;
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private HitObjectComposer composer;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(4);
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private DecoupleableInterpolatingFramedClock clock;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(parent);
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private EditorClock clock;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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private void load()
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{
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clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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dependencies.CacheAs<IAdjustableClock>(clock);
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dependencies.CacheAs<IFrameBasedClock>(clock);
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dependencies.Cache(beatDivisor);
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var testBeatmap = new Beatmap
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{
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ControlPointInfo = new ControlPointInfo
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@ -70,23 +54,9 @@ namespace osu.Game.Tests.Visual
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}
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};
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osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
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track = osuGame.Beatmap.Value.Track;
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clock = new EditorClock(testBeatmap.ControlPointInfo, beatDivisor) { IsCoupled = false };
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
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new Drawable[] { new TimingPointVisualiser(testBeatmap, track) { Clock = clock } },
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.Distributed),
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new Dimension(GridSizeMode.AutoSize),
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}
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};
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Child = new TimingPointVisualiser(testBeatmap, 5000) { Clock = clock };
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testSeekNoSnapping();
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testSeekSnappingOnBeat();
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@ -99,6 +69,15 @@ namespace osu.Game.Tests.Visual
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testSeekingWithFloatingPointBeatLength();
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}
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protected override bool OnWheel(InputState state)
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{
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if (state.Mouse.WheelDelta > 0)
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clock.SeekBackward(true);
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else
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clock.SeekForward(true);
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return true;
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}
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/// <summary>
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/// Tests whether time is correctly seeked without snapping.
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/// </summary>
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@ -107,17 +86,17 @@ namespace osu.Game.Tests.Visual
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reset();
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// Forwards
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddStep("Seek(0)", () => clock.Seek(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(33)", () => composer.SeekTo(33));
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AddStep("Seek(33)", () => clock.Seek(33));
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AddAssert("Time = 33", () => clock.CurrentTime == 33);
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AddStep("Seek(89)", () => composer.SeekTo(89));
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AddStep("Seek(89)", () => clock.Seek(89));
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AddAssert("Time = 89", () => clock.CurrentTime == 89);
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// Backwards
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AddStep("Seek(25)", () => composer.SeekTo(25));
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AddStep("Seek(25)", () => clock.Seek(25));
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AddAssert("Time = 25", () => clock.CurrentTime == 25);
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddStep("Seek(0)", () => clock.Seek(0));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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}
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@ -129,19 +108,19 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(0), Snap", () => composer.SeekTo(0, true));
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AddStep("Seek(0), Snap", () => clock.Seek(0, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
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AddStep("Seek(50), Snap", () => clock.Seek(50, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
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AddStep("Seek(100), Snap", () => clock.Seek(100, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
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AddStep("Seek(175), Snap", () => clock.Seek(175, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
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AddStep("Seek(350), Snap", () => clock.Seek(350, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
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AddStep("Seek(400), Snap", () => clock.Seek(400, true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
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AddStep("Seek(450), Snap", () => clock.Seek(450, true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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}
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@ -154,17 +133,17 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(24), Snap", () => composer.SeekTo(24, true));
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AddStep("Seek(24), Snap", () => clock.Seek(24, true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
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AddStep("Seek(26), Snap", () => clock.Seek(26, true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
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AddStep("Seek(150), Snap", () => clock.Seek(150, true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
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AddStep("Seek(170), Snap", () => clock.Seek(170, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
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AddStep("Seek(274), Snap", () => clock.Seek(274, true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
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AddStep("Seek(276), Snap", () => clock.Seek(276, true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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}
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@ -175,15 +154,15 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("SeekForward", () => composer.SeekForward());
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AddStep("SeekForward", () => clock.SeekForward());
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("SeekForward", () => composer.SeekForward());
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AddStep("SeekForward", () => clock.SeekForward());
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("SeekForward", () => composer.SeekForward());
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AddStep("SeekForward", () => clock.SeekForward());
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AddAssert("Time = 200", () => clock.CurrentTime == 200);
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AddStep("SeekForward", () => composer.SeekForward());
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AddStep("SeekForward", () => clock.SeekForward());
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("SeekForward", () => composer.SeekForward());
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AddStep("SeekForward", () => clock.SeekForward());
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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}
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@ -194,17 +173,17 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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}
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@ -216,29 +195,29 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(49)", () => composer.SeekTo(49));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(49)", () => clock.Seek(49));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(49.999)", () => clock.Seek(49.999));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("Seek(99)", () => composer.SeekTo(99));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(99)", () => clock.Seek(99));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(99.999)", () => clock.Seek(99.999));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("Seek(174)", () => composer.SeekTo(174));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(174)", () => clock.Seek(174));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("Seek(349)", () => composer.SeekTo(349));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(349)", () => clock.Seek(349));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("Seek(399)", () => composer.SeekTo(399));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(399)", () => clock.Seek(399));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("Seek(449)", () => composer.SeekTo(449));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddStep("Seek(449)", () => clock.Seek(449));
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AddStep("SeekForward, Snap", () => clock.SeekForward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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}
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@ -249,18 +228,18 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("Seek(450)", () => clock.Seek(450));
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 425", () => clock.CurrentTime == 425);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 375", () => clock.CurrentTime == 375);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 325", () => clock.CurrentTime == 325);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 125", () => clock.CurrentTime == 125);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 25", () => clock.CurrentTime == 25);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddStep("SeekBackward", () => clock.SeekBackward());
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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}
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@ -271,18 +250,18 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("Seek(450)", () => clock.Seek(450));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 350", () => clock.CurrentTime == 350);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 175", () => clock.CurrentTime == 175);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 100", () => clock.CurrentTime == 100);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 50", () => clock.CurrentTime == 50);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 0", () => clock.CurrentTime == 0);
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}
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@ -294,17 +273,17 @@ namespace osu.Game.Tests.Visual
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{
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reset();
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AddStep("Seek(451)", () => composer.SeekTo(451));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("Seek(451)", () => clock.Seek(451));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("Seek(450.999)", () => clock.Seek(450.999));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 450", () => clock.CurrentTime == 450);
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AddStep("Seek(401)", () => composer.SeekTo(401));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("Seek(401)", () => clock.Seek(401));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddStep("Seek(401.999)", () => clock.Seek(401.999));
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AddStep("SeekBackward, Snap", () => clock.SeekBackward(true));
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AddAssert("Time = 400", () => clock.CurrentTime == 400);
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}
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@ -317,14 +296,14 @@ namespace osu.Game.Tests.Visual
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double lastTime = 0;
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddStep("Seek(0)", () => clock.Seek(0));
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for (int i = 0; i < 20; i++)
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{
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AddStep("SeekForward, Snap", () =>
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{
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lastTime = clock.CurrentTime;
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composer.SeekForward(true);
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clock.SeekForward(true);
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});
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AddAssert("Time > lastTime", () => clock.CurrentTime > lastTime);
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}
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@ -334,7 +313,7 @@ namespace osu.Game.Tests.Visual
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AddStep("SeekBackward, Snap", () =>
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{
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lastTime = clock.CurrentTime;
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composer.SeekBackward(true);
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clock.SeekBackward(true);
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});
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AddAssert("Time < lastTime", () => clock.CurrentTime < lastTime);
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}
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@ -344,7 +323,7 @@ namespace osu.Game.Tests.Visual
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private void reset()
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{
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AddStep("Reset", () => composer.SeekTo(0));
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AddStep("Reset", () => clock.Seek(0));
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}
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private class TestHitObjectComposer : HitObjectComposer
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@ -359,13 +338,13 @@ namespace osu.Game.Tests.Visual
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private class TimingPointVisualiser : CompositeDrawable
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{
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private readonly Track track;
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private readonly double length;
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private readonly Drawable tracker;
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public TimingPointVisualiser(Beatmap beatmap, Track track)
|
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public TimingPointVisualiser(Beatmap beatmap, double length)
|
||||
{
|
||||
this.track = track;
|
||||
this.length = length;
|
||||
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
@ -417,7 +396,7 @@ namespace osu.Game.Tests.Visual
|
||||
for (int i = 0; i < timingPoints.Count; i++)
|
||||
{
|
||||
TimingControlPoint next = i == timingPoints.Count - 1 ? null : timingPoints[i + 1];
|
||||
timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? beatmap.HitObjects.Last().StartTime, track.Length));
|
||||
timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? length, length));
|
||||
}
|
||||
}
|
||||
|
||||
@ -425,7 +404,7 @@ namespace osu.Game.Tests.Visual
|
||||
{
|
||||
base.Update();
|
||||
|
||||
tracker.X = (float)(Time.Current / track.Length);
|
||||
tracker.X = (float)(Time.Current / length);
|
||||
}
|
||||
|
||||
private class TimingPointTimeline : CompositeDrawable
|
||||
|
@ -9,9 +9,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
@ -35,8 +33,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
|
||||
|
||||
private IAdjustableClock adjustableClock;
|
||||
|
||||
protected HitObjectComposer(Ruleset ruleset)
|
||||
{
|
||||
this.ruleset = ruleset;
|
||||
@ -45,10 +41,8 @@ namespace osu.Game.Rulesets.Edit
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load([NotNull] OsuGameBase osuGame, [NotNull] IAdjustableClock adjustableClock, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
|
||||
private void load([NotNull] OsuGameBase osuGame, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
|
||||
{
|
||||
this.adjustableClock = adjustableClock;
|
||||
|
||||
if (beatDivisor != null)
|
||||
this.beatDivisor.BindTo(beatDivisor);
|
||||
|
||||
@ -148,106 +142,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
});
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
SeekBackward(true);
|
||||
else
|
||||
SeekForward(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length backwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length forwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekForward(bool snapped = false) => seek(1, snapped);
|
||||
|
||||
private void seek(int direction, bool snapped)
|
||||
{
|
||||
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
|
||||
|
||||
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
|
||||
if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
|
||||
{
|
||||
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
|
||||
int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
|
||||
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
|
||||
timingPoint = cpi.TimingPoints[--activeIndex];
|
||||
}
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beatDivisor;
|
||||
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
|
||||
|
||||
if (!snapped || cpi.TimingPoints.Count == 0)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
// We will be snapping to beats within timingPoint
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
||||
int closestBeat;
|
||||
if (direction > 0)
|
||||
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
||||
else
|
||||
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
||||
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
|
||||
// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
|
||||
// Instead, we'll go to the next beat in the direction when this is the case
|
||||
if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
}
|
||||
|
||||
if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
|
||||
seekTime = timingPoint.Time;
|
||||
|
||||
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
adjustableClock.Seek(seekTime);
|
||||
}
|
||||
|
||||
public void SeekTo(double seekTime, bool snapped = false)
|
||||
{
|
||||
if (!snapped)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
|
||||
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
|
||||
|
||||
// We will be snapping to beats within the timing point
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from the current timing point of the closest beat to seekTime
|
||||
int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
|
||||
seekTime = timingPoint.Time + closestBeat * beatSnapLength;
|
||||
|
||||
// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
|
||||
// the next timing point's start time
|
||||
var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
adjustableClock.Seek(seekTime);
|
||||
}
|
||||
|
||||
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
|
||||
|
||||
protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
|
||||
|
@ -55,11 +55,9 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
|
||||
if (Beatmap.Value.Track.Length == double.PositiveInfinity) return;
|
||||
|
||||
float markerPos = MathHelper.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
|
||||
seekTo(markerPos / DrawWidth * Beatmap.Value.Track.Length);
|
||||
adjustableClock.Seek(markerPos / DrawWidth * Beatmap.Value.Track.Length);
|
||||
}
|
||||
|
||||
private void seekTo(double time) => adjustableClock.Seek(time);
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
@ -17,8 +17,15 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary
|
||||
/// </summary>
|
||||
public class SummaryTimeline : BottomBarContainer
|
||||
{
|
||||
private readonly IAdjustableClock adjustableClock;
|
||||
|
||||
public SummaryTimeline(IAdjustableClock adjustableClock)
|
||||
{
|
||||
this.adjustableClock = adjustableClock;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours, IAdjustableClock adjustableClock)
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
TimelinePart markerPart, controlPointPart, bookmarkPart, breakPart;
|
||||
|
||||
|
@ -12,6 +12,7 @@ using osu.Game.Screens.Edit.Menus;
|
||||
using osu.Game.Screens.Edit.Components.Timelines.Summary;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Screens.Edit.Screens;
|
||||
@ -32,6 +33,10 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private EditorScreen currentScreen;
|
||||
|
||||
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
|
||||
|
||||
private EditorClock clock;
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
|
||||
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
|
||||
@ -42,11 +47,11 @@ namespace osu.Game.Screens.Edit
|
||||
{
|
||||
// TODO: should probably be done at a RulesetContainer level to share logic with Player.
|
||||
var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
|
||||
var adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
adjustableClock.ChangeSource(sourceClock);
|
||||
clock = new EditorClock(Beatmap.Value.Beatmap.ControlPointInfo, beatDivisor) { IsCoupled = false };
|
||||
clock.ChangeSource(sourceClock);
|
||||
|
||||
dependencies.CacheAs<IAdjustableClock>(adjustableClock);
|
||||
dependencies.CacheAs<IFrameBasedClock>(adjustableClock);
|
||||
dependencies.CacheAs<IFrameBasedClock>(clock);
|
||||
dependencies.CacheAs<IAdjustableClock>(clock);
|
||||
|
||||
EditorMenuBar menuBar;
|
||||
TimeInfoContainer timeInfo;
|
||||
@ -123,7 +128,7 @@ namespace osu.Game.Screens.Edit
|
||||
Padding = new MarginPadding { Right = 10 },
|
||||
Child = timeInfo = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
|
||||
},
|
||||
timeline = new SummaryTimeline
|
||||
timeline = new SummaryTimeline(clock)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
@ -147,7 +152,6 @@ namespace osu.Game.Screens.Edit
|
||||
menuBar.Mode.ValueChanged += onModeChanged;
|
||||
|
||||
bottomBackground.Colour = colours.Gray2;
|
||||
|
||||
}
|
||||
|
||||
private void exportBeatmap()
|
||||
@ -176,6 +180,15 @@ namespace osu.Game.Screens.Edit
|
||||
screenContainer.Add(currentScreen);
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
clock.SeekBackward(true);
|
||||
else
|
||||
clock.SeekForward(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnResuming(Screen last)
|
||||
{
|
||||
Beatmap.Value.Track?.Stop();
|
||||
|
107
osu.Game/Screens/Edit/EditorClock.cs
Normal file
107
osu.Game/Screens/Edit/EditorClock.cs
Normal file
@ -0,0 +1,107 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Screens.Edit.Screens.Compose;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
public class EditorClock : DecoupleableInterpolatingFramedClock
|
||||
{
|
||||
private readonly ControlPointInfo controlPointInfo;
|
||||
private readonly BindableBeatDivisor beatDivisor;
|
||||
|
||||
public EditorClock(ControlPointInfo controlPointInfo, BindableBeatDivisor beatDivisor)
|
||||
{
|
||||
this.controlPointInfo = controlPointInfo;
|
||||
this.beatDivisor = beatDivisor;
|
||||
}
|
||||
|
||||
public bool SeekSnapped(double position)
|
||||
{
|
||||
var timingPoint = controlPointInfo.TimingPointAt(position);
|
||||
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
|
||||
|
||||
// We will be snapping to beats within the timing point
|
||||
position -= timingPoint.Time;
|
||||
|
||||
// Determine the index from the current timing point of the closest beat to position
|
||||
int closestBeat = (int)Math.Round(position / beatSnapLength);
|
||||
position = timingPoint.Time + closestBeat * beatSnapLength;
|
||||
|
||||
// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
|
||||
// the next timing point's start time
|
||||
var nextTimingPoint = controlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (position > nextTimingPoint?.Time)
|
||||
position = nextTimingPoint.Time;
|
||||
|
||||
return Seek(position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length backwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length forwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekForward(bool snapped = false) => seek(1, snapped);
|
||||
|
||||
private void seek(int direction, bool snapped)
|
||||
{
|
||||
var timingPoint = controlPointInfo.TimingPointAt(CurrentTime);
|
||||
if (direction < 0 && timingPoint.Time == CurrentTime)
|
||||
{
|
||||
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
|
||||
int activeIndex = controlPointInfo.TimingPoints.IndexOf(timingPoint);
|
||||
while (activeIndex > 0 && CurrentTime == timingPoint.Time)
|
||||
timingPoint = controlPointInfo.TimingPoints[--activeIndex];
|
||||
}
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beatDivisor;
|
||||
double seekTime = CurrentTime + seekAmount * direction;
|
||||
|
||||
if (!snapped || controlPointInfo.TimingPoints.Count == 0)
|
||||
{
|
||||
Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
// We will be snapping to beats within timingPoint
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
||||
int closestBeat;
|
||||
if (direction > 0)
|
||||
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
||||
else
|
||||
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
||||
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
|
||||
// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
|
||||
// Instead, we'll go to the next beat in the direction when this is the case
|
||||
if (Precision.AlmostEquals(CurrentTime, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
}
|
||||
|
||||
if (seekTime < timingPoint.Time && timingPoint != controlPointInfo.TimingPoints.First())
|
||||
seekTime = timingPoint.Time;
|
||||
|
||||
var nextTimingPoint = controlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
Seek(seekTime);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user