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https://github.com/osukey/osukey.git
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Move player constructor configuration to dedicated class; add AllowRestart parameter
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@ -128,18 +128,14 @@ namespace osu.Game.Screens.Play
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/// </summary>
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protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
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private readonly bool allowPause;
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private readonly bool showResults;
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public readonly PlayerConfiguration Configuration;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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public Player(PlayerConfiguration configuration = null)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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this.Configuration = configuration ??= new PlayerConfiguration();
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}
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private GameplayBeatmap gameplayBeatmap;
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@ -317,59 +313,77 @@ namespace osu.Game.Screens.Play
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}
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};
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private Drawable createOverlayComponents(WorkingBeatmap working) => new Container
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private Drawable createOverlayComponents(WorkingBeatmap working)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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var container = new Container
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{
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit =
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter =
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter =
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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},
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RequestSeek = time =>
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{
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GameplayClockContainer.Seek(time);
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GameplayClockContainer.Start();
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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RequestSeek = time =>
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skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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GameplayClockContainer.Seek(time);
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GameplayClockContainer.Start();
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RequestSkip = GameplayClockContainer.Skip
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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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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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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new HotkeyRetryOverlay
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FailOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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}
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};
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if (Configuration.AllowRestart)
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{
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container.Add(new HotkeyRetryOverlay
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{
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Action = () =>
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{
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@ -378,20 +392,11 @@ namespace osu.Game.Screens.Play
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fadeOut(true);
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Restart();
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},
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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});
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}
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};
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return container;
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}
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private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
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{
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@ -490,6 +495,9 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public void Restart()
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{
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if (!Configuration.AllowRestart)
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return;
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// at the point of restarting the track should either already be paused or the volume should be zero.
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// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
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musicController.Stop();
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@ -529,7 +537,7 @@ namespace osu.Game.Screens.Play
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ValidForResume = false;
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if (!showResults) return;
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if (!Configuration.ShowResults) return;
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scoreSubmissionTask ??= Task.Run(async () =>
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{
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@ -628,7 +636,7 @@ namespace osu.Game.Screens.Play
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private bool canPause =>
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// must pass basic screen conditions (beatmap loaded, instance allows pause)
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LoadedBeatmapSuccessfully && allowPause && ValidForResume
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LoadedBeatmapSuccessfully && Configuration.AllowPause && ValidForResume
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// replays cannot be paused and exit immediately
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&& !DrawableRuleset.HasReplayLoaded.Value
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// cannot pause if we are already in a fail state
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