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- refactor `SongProgress` - make`UpdateProgress` more readable - enable NRT on new classes - refactor `TestSceneSongProgress` to use `GameplayClockContainer`
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@ -4,11 +4,12 @@
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#nullable disable
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#nullable disable
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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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;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.HUD;
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@ -19,44 +20,43 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestFixture]
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[TestFixture]
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public class TestSceneSongProgress : SkinnableHUDComponentTestScene
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public class TestSceneSongProgress : SkinnableHUDComponentTestScene
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{
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{
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private DefaultSongProgress defaultProgress;
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private DefaultSongProgress progress => this.ChildrenOfType<DefaultSongProgress>().Single();
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private GameplayClockContainer gameplayClockContainer;
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private const double gameplay_start_time = -2000;
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private readonly List<SongProgress> progresses = new List<SongProgress>();
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[BackgroundDependencyLoader]
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private void load()
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private readonly StopwatchClock clock;
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private readonly FramedClock framedClock;
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[Cached]
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private readonly GameplayClock gameplayClock;
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public TestSceneSongProgress()
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{
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{
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clock = new StopwatchClock();
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var working = CreateWorkingBeatmap(Ruleset.Value);
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gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
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working.LoadTrack();
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Add(gameplayClockContainer = new MasterGameplayClockContainer(working, gameplay_start_time));
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Dependencies.CacheAs(gameplayClockContainer);
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Dependencies.CacheAs(gameplayClockContainer.GameplayClock);
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}
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}
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[SetUpSteps]
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[SetUpSteps]
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public void SetupSteps()
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public void SetupSteps()
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{
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{
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AddStep("reset clock", clock.Reset);
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AddStep("reset clock", () => gameplayClockContainer.Reset(false));
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}
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}
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[Test]
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[Test]
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public void TestDisplay()
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public void TestDisplay()
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{
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{
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AddStep("display max values", displayMaxValues);
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AddStep("display max values", displayMaxValues);
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AddStep("start", clock.Start);
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AddStep("seek to intro", () => gameplayClockContainer.Seek(gameplay_start_time));
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AddStep("stop", clock.Stop);
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AddStep("start", gameplayClockContainer.Start);
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AddStep("stop", gameplayClockContainer.Stop);
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}
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}
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[Test]
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[Test]
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public void TestToggleSeeking()
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public void TestToggleSeeking()
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{
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{
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AddStep("allow seeking", () => defaultProgress.AllowSeeking.Value = true);
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AddStep("allow seeking", () => progress.AllowSeeking.Value = true);
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AddStep("hide graph", () => defaultProgress.ShowGraph.Value = false);
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AddStep("hide graph", () => progress.ShowGraph.Value = false);
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AddStep("disallow seeking", () => defaultProgress.AllowSeeking.Value = false);
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AddStep("disallow seeking", () => progress.AllowSeeking.Value = false);
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AddStep("allow seeking", () => defaultProgress.AllowSeeking.Value = true);
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AddStep("allow seeking", () => progress.AllowSeeking.Value = true);
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AddStep("show graph", () => defaultProgress.ShowGraph.Value = true);
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AddStep("show graph", () => progress.ShowGraph.Value = true);
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}
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}
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private void displayMaxValues()
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private void displayMaxValues()
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@ -65,48 +65,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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for (double i = 0; i < 5000; i++)
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for (double i = 0; i < 5000; i++)
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objects.Add(new HitObject { StartTime = i });
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objects.Add(new HitObject { StartTime = i });
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replaceObjects(objects);
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setObjects(objects);
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}
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}
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private void replaceObjects(List<HitObject> objects)
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private void setObjects(List<HitObject> objects)
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{
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{
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defaultProgress.RequestSeek = pos => clock.Seek(pos);
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this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = objects);
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foreach (var p in progresses)
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{
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p.Objects = objects;
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}
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}
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}
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protected override void Update()
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protected override Drawable CreateDefaultImplementation() => new DefaultSongProgress
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{
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{
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base.Update();
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RelativeSizeAxes = Axes.X,
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framedClock.ProcessFrame();
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Anchor = Anchor.BottomLeft,
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}
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Origin = Anchor.BottomLeft,
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};
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protected override Drawable CreateDefaultImplementation()
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protected override Drawable CreateLegacyImplementation() => new LegacySongProgress
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{
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{
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defaultProgress = new DefaultSongProgress
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Anchor = Anchor.Centre,
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{
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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};
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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};
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progresses.Add(defaultProgress);
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return defaultProgress;
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}
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protected override Drawable CreateLegacyImplementation()
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{
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var progress = new LegacySongProgress
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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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progresses.Add(progress);
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return progress;
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}
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}
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}
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}
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}
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@ -49,6 +49,9 @@ namespace osu.Game.Screens.Play.HUD
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protected override bool BlockScrollInput => false;
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protected override bool BlockScrollInput => false;
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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[Resolved(canBeNull: true)]
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[Resolved(canBeNull: true)]
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private Player player { get; set; }
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private Player player { get; set; }
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@ -178,10 +181,12 @@ namespace osu.Game.Screens.Play.HUD
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bar.EndTime = LastHitTime;
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bar.EndTime = LastHitTime;
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}
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}
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protected override void UpdateProgress(double progress, double time, bool isIntro)
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protected override void UpdateProgress(double progress, bool isIntro)
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{
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{
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bar.CurrentTime = time;
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bar.CurrentTime = gameplayClock?.CurrentTime ?? Time.Current;
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graph.Progress = (int)(graph.ColumnCount * progress);
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if (!isIntro)
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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protected override void Update()
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protected override void Update()
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@ -1,16 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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@ -21,20 +16,14 @@ namespace osu.Game.Screens.Play.HUD
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{
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{
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public bool UsesFixedAnchor { get; set; }
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public bool UsesFixedAnchor { get; set; }
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[Resolved(canBeNull: true)]
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[Resolved]
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private GameplayClock gameplayClock { get; set; }
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private GameplayClockContainer? gameplayClockContainer { get; set; }
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[Resolved(canBeNull: true)]
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[Resolved(canBeNull: true)]
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private GameplayClockContainer gameplayClockContainer { get; set; }
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private DrawableRuleset? drawableRuleset { get; set; }
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[Resolved(canBeNull: true)]
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private IClock? referenceClock;
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private DrawableRuleset drawableRuleset { get; set; }
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private IEnumerable<HitObject>? objects;
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[Resolved(canBeNull: true)]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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private IClock referenceClock;
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private IEnumerable<HitObject> objects;
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public IEnumerable<HitObject> Objects
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public IEnumerable<HitObject> Objects
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{
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{
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@ -46,9 +35,7 @@ namespace osu.Game.Screens.Play.HUD
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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protected double LastHitTime => objects.LastOrDefault()?.GetEndTime() ?? 0;
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protected double LastHitTime => objects.LastOrDefault()?.GetEndTime() ?? 0;
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protected double FirstEventTime { get; private set; }
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protected abstract void UpdateProgress(double progress, bool isIntro);
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protected abstract void UpdateProgress(double progress, double time, bool isIntro);
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protected abstract void UpdateObjects(IEnumerable<HitObject> objects);
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protected abstract void UpdateObjects(IEnumerable<HitObject> objects);
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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Objects = drawableRuleset.Objects;
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Objects = drawableRuleset.Objects;
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referenceClock = drawableRuleset.FrameStableClock;
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referenceClock = drawableRuleset.FrameStableClock;
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}
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}
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if (beatmap != null)
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{
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FirstEventTime = beatmap.Value.Storyboard.EarliestEventTime ?? 0;
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}
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}
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}
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protected override void Update()
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protected override void Update()
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@ -73,17 +55,22 @@ namespace osu.Game.Screens.Play.HUD
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if (objects == null)
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if (objects == null)
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return;
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return;
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double gameplayTime = gameplayClockContainer?.GameplayClock.CurrentTime ?? gameplayClock?.CurrentTime ?? Time.Current;
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// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
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double frameStableTime = referenceClock?.CurrentTime ?? gameplayTime;
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// However, if no drawable ruleset is available (i.e. used in tests), we fall back to either the gameplay clock container or this drawable's own clock.
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double gameplayTime = referenceClock?.CurrentTime ?? gameplayClockContainer?.GameplayClock.CurrentTime ?? Time.Current;
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if (frameStableTime < FirstHitTime)
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if (gameplayTime < FirstHitTime)
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{
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{
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double earliest = Math.Min(FirstEventTime, gameplayClockContainer?.StartTime ?? 0);
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double earliest = gameplayClockContainer?.StartTime ?? 0;
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UpdateProgress((frameStableTime - earliest) / (FirstHitTime - earliest), gameplayTime, true);
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double introDuration = FirstHitTime - earliest;
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double currentIntroTime = gameplayTime - earliest;
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UpdateProgress(currentIntroTime / introDuration, true);
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}
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}
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else
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else
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{
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{
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UpdateProgress((frameStableTime - FirstHitTime) / (LastHitTime - FirstHitTime), gameplayTime, false);
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double duration = LastHitTime - FirstHitTime;
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double currentTime = gameplayTime - FirstHitTime;
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UpdateProgress(currentTime / duration, false);
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}
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}
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}
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}
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}
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}
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -17,7 +15,7 @@ namespace osu.Game.Skinning
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{
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{
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public class LegacySongProgress : SongProgress
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public class LegacySongProgress : SongProgress
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{
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{
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private CircularProgress pie;
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private CircularProgress? pie;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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@ -72,8 +70,11 @@ namespace osu.Game.Skinning
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{
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{
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}
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}
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protected override void UpdateProgress(double progress, double time, bool isIntro)
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protected override void UpdateProgress(double progress, bool isIntro)
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{
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{
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if (pie == null)
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return;
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if (isIntro)
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if (isIntro)
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{
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{
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pie.Scale = new Vector2(-1, 1);
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pie.Scale = new Vector2(-1, 1);
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