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refactor: rename negative to overtime
This commit is contained in:
committed by
Carlos Valente
parent
ee1753ef29
commit
6d1a911ab8
@@ -44,7 +44,7 @@ export default function PlaybackTimer(props: PropsWithChildren<PlaybackTimerProp
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const isRolling = playback === Playback.Roll;
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const isWaiting = timer.secondaryTimer !== null && timer.secondaryTimer > 0 && timer.current === null;
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const isOvertime = timer.phase === TimerPhase.Negative;
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const isOvertime = timer.phase === TimerPhase.Overtime;
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const hasAddedTime = Boolean(timer.addedTime);
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const rollLabel = isRolling ? 'Roll mode active' : '';
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@@ -127,7 +127,7 @@ export default function MinimalTimer(props: MinimalTimerProps) {
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const isPlaying = time.playback !== Playback.Pause;
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const shouldShowModifiers = time.timerType !== TimerType.Clock && time.timerType !== TimerType.CountUp;
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const finished = time.phase === TimerPhase.Negative;
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const finished = time.phase === TimerPhase.Overtime;
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const showEndMessage = finished && viewSettings.endMessage && !hideEndMessage;
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const showFinished = finished && !userOptions?.hideOvertime && (shouldShowModifiers || showEndMessage);
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@@ -111,7 +111,7 @@ export default function Timer(props: TimerProps) {
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const timerIsTimeOfDay = time.timerType === TimerType.Clock;
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const finished = time.phase === TimerPhase.Negative;
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const finished = time.phase === TimerPhase.Overtime;
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const totalTime = (time.duration ?? 0) + (time.addedTime ?? 0);
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const shouldShowModifiers = time.timerType !== TimerType.Clock && time.timerType !== TimerType.CountUp;
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@@ -1779,7 +1779,7 @@ describe('getTimerPhase()', () => {
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expect(phase).toBe(TimerPhase.None);
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});
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it('can be negative', () => {
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it('can be in overtime', () => {
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const state = {
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timer: {
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addedTime: 0,
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@@ -1794,7 +1794,7 @@ describe('getTimerPhase()', () => {
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} as RuntimeState;
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const phase = getTimerPhase(state);
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expect(phase).toBe(TimerPhase.Negative);
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expect(phase).toBe(TimerPhase.Overtime);
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});
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it('can be danger', () => {
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@@ -391,7 +391,7 @@ export function getTimerPhase(state: RuntimeState): TimerPhase {
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}
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if (current < 0) {
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return TimerPhase.Negative;
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return TimerPhase.Overtime;
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}
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const danger = state.eventNow.timeDanger;
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@@ -6,7 +6,7 @@ export enum TimerPhase {
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Default = 'default',
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Warning = 'warning',
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Danger = 'danger',
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Negative = 'negative',
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Overtime = 'overtime',
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Pending = 'pending', // used for waiting to roll
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}
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