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Tidy up clock logic using DI and a GameplayClock
This commit is contained in:
parent
7c54e67b6e
commit
01f1018d02
@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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@ -19,14 +20,20 @@ namespace osu.Game.Tests.Visual
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private readonly StopwatchClock clock;
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[Cached]
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private readonly GameplayClock gameplayClock;
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private readonly FramedClock framedClock;
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public TestCaseSongProgress()
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{
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clock = new StopwatchClock(true);
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gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
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Add(progress = new SongProgress
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{
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RelativeSizeAxes = Axes.X,
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AudioClock = new StopwatchClock(true),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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});
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@ -68,8 +75,13 @@ namespace osu.Game.Tests.Visual
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progress.Objects = objects;
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graph.Objects = objects;
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progress.AudioClock = clock;
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progress.OnSeek = pos => clock.Seek(pos);
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progress.RequestSeek = pos => clock.Seek(pos);
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}
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protected override void Update()
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{
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base.Update();
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framedClock.ProcessFrame();
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}
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private class TestSongProgressGraph : SongProgressGraph
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@ -12,6 +12,7 @@ using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.UI
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@ -59,10 +60,12 @@ namespace osu.Game.Rulesets.UI
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private WorkingBeatmap beatmap;
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap)
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[BackgroundDependencyLoader(true)]
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private void load(IBindable<WorkingBeatmap> beatmap, GameplayClock clock)
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{
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this.beatmap = beatmap.Value;
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if (clock != null) Clock = clock;
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}
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/// <summary>
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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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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@ -40,13 +41,7 @@ namespace osu.Game.Screens.Play
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private readonly BreakInfo info;
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private readonly BreakArrows breakArrows;
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public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor)
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: this(letterboxing)
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{
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bindProcessor(scoreProcessor);
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}
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public BreakOverlay(bool letterboxing)
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public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null)
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{
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RelativeSizeAxes = Axes.Both;
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Child = fadeContainer = new Container
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@ -98,6 +93,14 @@ namespace osu.Game.Screens.Play
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}
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}
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};
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if (scoreProcessor != null) bindProcessor(scoreProcessor);
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}
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[BackgroundDependencyLoader(true)]
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private void load(GameplayClock clock)
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{
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if (clock != null) Clock = clock;
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}
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protected override void LoadComplete()
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@ -40,7 +40,7 @@ namespace osu.Game.Screens.Play
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private static bool hasShownNotificationOnce;
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public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IClock offsetClock, IAdjustableClock adjustableClock)
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public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IAdjustableClock adjustableClock)
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{
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RelativeSizeAxes = Axes.Both;
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@ -81,7 +81,7 @@ namespace osu.Game.Screens.Play
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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KeyCounter = CreateKeyCounter(adjustableClock as IFrameBasedClock),
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KeyCounter = CreateKeyCounter(),
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HoldToQuit = CreateHoldForMenuButton(),
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}
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}
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@ -91,9 +91,8 @@ namespace osu.Game.Screens.Play
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BindRulesetContainer(rulesetContainer);
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Progress.Objects = rulesetContainer.Objects;
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Progress.AudioClock = offsetClock;
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Progress.AllowSeeking = rulesetContainer.HasReplayLoaded.Value;
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Progress.OnSeek = pos => adjustableClock.Seek(pos);
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Progress.RequestSeek = pos => adjustableClock.Seek(pos);
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ModDisplay.Current.BindTo(working.Mods);
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@ -202,13 +201,12 @@ namespace osu.Game.Screens.Play
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Margin = new MarginPadding { Top = 20 }
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};
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protected virtual KeyCounterCollection CreateKeyCounter(IFrameBasedClock offsetClock) => new KeyCounterCollection
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protected virtual KeyCounterCollection CreateKeyCounter() => new KeyCounterCollection
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{
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FadeTime = 50,
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Margin = new MarginPadding(10),
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AudioClock = offsetClock
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};
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protected virtual SongProgress CreateProgress() => new SongProgress
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@ -71,9 +71,12 @@ namespace osu.Game.Screens.Play
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Name = name;
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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[BackgroundDependencyLoader(true)]
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private void load(TextureStore textures, GameplayClock clock)
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{
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if (clock != null)
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Clock = clock;
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Children = new Drawable[]
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{
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buttonSprite = new Sprite
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@ -8,7 +8,6 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osuTK;
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using osuTK.Graphics;
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@ -37,9 +36,6 @@ namespace osu.Game.Screens.Play
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key.FadeTime = FadeTime;
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key.KeyDownTextColor = KeyDownTextColor;
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key.KeyUpTextColor = KeyUpTextColor;
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// Use the same clock object as SongProgress for saving KeyCounter state
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if (AudioClock != null)
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key.Clock = AudioClock;
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}
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public void ResetCount()
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@ -125,8 +121,6 @@ namespace osu.Game.Screens.Play
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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public IFrameBasedClock AudioClock { get; set; }
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private Receptor receptor;
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public Receptor GetReceptor()
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@ -43,24 +43,32 @@ namespace osu.Game.Screens.Play
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public Action OnRetry;
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public Action OnQuit;
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private readonly FramedClock framedClock;
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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private readonly FramedClock offsetClock;
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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/// <summary>
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/// The final clock which is exposed to underlying components.
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/// </summary>
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[Cached]
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private readonly GameplayClock gameplayClock;
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/// <summary>
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/// Creates a new <see cref="PauseContainer"/>.
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/// </summary>
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/// <param name="framedClock">The gameplay clock. This is the clock that will process frames.</param>
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/// <param name="decoupledClock">The seekable clock. This is the clock that will be paused and resumed.</param>
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public PauseContainer(FramedClock framedClock, DecoupleableInterpolatingFramedClock decoupledClock)
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/// <param name="offsetClock">The gameplay clock. This is the clock that will process frames. Includes user/system offsets.</param>
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/// <param name="adjustableClock">The seekable clock. This is the clock that will be paused and resumed. Should not be processed (it is processed automatically by <see cref="offsetClock"/>).</param>
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public PauseContainer(FramedClock offsetClock, DecoupleableInterpolatingFramedClock adjustableClock)
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{
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this.framedClock = framedClock;
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this.decoupledClock = decoupledClock;
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this.offsetClock = offsetClock;
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this.adjustableClock = adjustableClock;
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gameplayClock = new GameplayClock(offsetClock);
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RelativeSizeAxes = Axes.Both;
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AddInternal(content = new Container
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{
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Clock = this.framedClock,
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Clock = this.offsetClock,
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ProcessCustomClock = false,
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RelativeSizeAxes = Axes.Both
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});
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@ -84,7 +92,7 @@ namespace osu.Game.Screens.Play
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if (IsPaused.Value) return;
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// stop the seekable clock (stops the audio eventually)
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decoupledClock.Stop();
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adjustableClock.Stop();
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IsPaused.Value = true;
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pauseOverlay.Show();
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@ -102,8 +110,8 @@ namespace osu.Game.Screens.Play
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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decoupledClock.Seek(decoupledClock.CurrentTime);
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decoupledClock.Start();
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adjustableClock.Seek(adjustableClock.CurrentTime);
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adjustableClock.Start();
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pauseOverlay.Hide();
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}
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@ -123,7 +131,7 @@ namespace osu.Game.Screens.Play
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Pause();
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if (!IsPaused.Value)
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framedClock.ProcessFrame();
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offsetClock.ProcessFrame();
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base.Update();
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}
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@ -146,4 +154,40 @@ namespace osu.Game.Screens.Play
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}
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}
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}
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/// <summary>
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/// A clock which is used for gameplay elements that need to follow audio time 1:1.
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/// Exposed via DI by <see cref="PauseContainer"/>.
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/// <remarks>
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/// THe main purpose of this clock is to stop components using it from accidentally processing the main
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IFrameBasedClock
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{
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private readonly IFrameBasedClock underlyingClock;
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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this.underlyingClock = underlyingClock;
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}
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public double CurrentTime => underlyingClock.CurrentTime;
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public double Rate => underlyingClock.Rate;
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public bool IsRunning => underlyingClock.IsRunning;
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public void ProcessFrame()
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{
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// we do not want to process the underlying clock.
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// this is handled by PauseContainer.
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}
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public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
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public double FramesPerSecond => underlyingClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
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}
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}
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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ProcessCustomClock = false,
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Breaks = beatmap.Breaks
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},
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new ScalingContainer(ScalingMode.Gameplay)
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{
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Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
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},
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HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, adjustableClock)
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{
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Clock = Clock, // hud overlay doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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new SkipOverlay(RulesetContainer.GameplayStartTime)
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{
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Clock = Clock, // skip button doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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AdjustableClock = adjustableClock,
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FramedClock = offsetClock,
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RequestSeek = time => adjustableClock.Seek(time)
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},
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}
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},
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@ -9,7 +9,6 @@ using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Ranking;
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@ -27,8 +26,7 @@ namespace osu.Game.Screens.Play
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{
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private readonly double startTime;
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public IAdjustableClock AdjustableClock;
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public IFrameBasedClock FramedClock;
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public Action<double> RequestSeek;
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private Button button;
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private Box remainingTimeBox;
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@ -54,16 +52,13 @@ namespace osu.Game.Screens.Play
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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{
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var baseClock = Clock;
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if (FramedClock != null)
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{
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Clock = FramedClock;
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ProcessCustomClock = false;
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}
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if (clock != null)
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Clock = clock;
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Children = new Drawable[]
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{
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@ -111,7 +106,7 @@ namespace osu.Game.Screens.Play
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using (BeginAbsoluteSequence(beginFadeTime))
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this.FadeOut(fade_time);
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button.Action = () => AdjustableClock?.Seek(startTime - skip_required_cutoff - fade_time);
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button.Action = () => RequestSeek?.Invoke(startTime - skip_required_cutoff - fade_time);
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displayTime = Time.Current;
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@ -10,7 +10,6 @@ using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using System.Linq;
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using osu.Framework.Bindables;
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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.Types;
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using osu.Game.Rulesets.UI;
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@ -29,18 +28,11 @@ namespace osu.Game.Screens.Play
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private readonly SongProgressGraph graph;
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private readonly SongProgressInfo info;
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public Action<double> OnSeek;
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public Action<double> RequestSeek;
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public override bool HandleNonPositionalInput => AllowSeeking;
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public override bool HandlePositionalInput => AllowSeeking;
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private IClock audioClock;
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public IClock AudioClock
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{
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set => audioClock = info.AudioClock = value;
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}
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private double lastHitTime => ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
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private double firstHitTime => objects.First().StartTime;
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@ -63,9 +55,14 @@ namespace osu.Game.Screens.Play
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private readonly BindableBool replayLoaded = new BindableBool();
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private GameplayClock gameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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{
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if (clock != null)
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gameplayClock = clock;
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
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@ -99,7 +96,7 @@ namespace osu.Game.Screens.Play
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Alpha = 0,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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OnSeek = position => OnSeek?.Invoke(position),
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OnSeek = time => RequestSeek?.Invoke(time),
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},
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};
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}
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@ -157,14 +154,11 @@ namespace osu.Game.Screens.Play
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if (objects == null)
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return;
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double position = audioClock?.CurrentTime ?? Time.Current;
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double progress = (position - firstHitTime) / (lastHitTime - firstHitTime);
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double position = gameplayClock?.CurrentTime ?? Time.Current;
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double progress = Math.Min(1, (position - firstHitTime) / (lastHitTime - firstHitTime));
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if (progress < 1)
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{
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bar.CurrentTime = position;
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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bar.CurrentTime = position;
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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}
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@ -4,7 +4,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using System;
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@ -27,8 +26,6 @@ namespace osu.Game.Screens.Play
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private const int margin = 10;
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public IClock AudioClock;
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public double StartTime
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{
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set => startTime = value;
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@ -39,9 +36,14 @@ namespace osu.Game.Screens.Play
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set => endTime = value;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private GameplayClock gameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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{
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if (clock != null)
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gameplayClock = clock;
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Children = new Drawable[]
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{
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timeCurrent = new OsuSpriteText
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@ -80,7 +82,9 @@ namespace osu.Game.Screens.Play
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{
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base.Update();
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double songCurrentTime = AudioClock.CurrentTime - startTime;
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var time = gameplayClock?.CurrentTime ?? Time.Current;
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double songCurrentTime = time - startTime;
|
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int currentPercent = Math.Max(0, Math.Min(100, (int)(songCurrentTime / songLength * 100)));
|
||||
int currentSecond = (int)Math.Floor(songCurrentTime / 1000.0);
|
||||
|
||||
@ -93,7 +97,7 @@ namespace osu.Game.Screens.Play
|
||||
if (currentSecond != previousSecond && songCurrentTime < songLength)
|
||||
{
|
||||
timeCurrent.Text = formatTime(TimeSpan.FromSeconds(currentSecond));
|
||||
timeLeft.Text = formatTime(TimeSpan.FromMilliseconds(endTime - AudioClock.CurrentTime));
|
||||
timeLeft.Text = formatTime(TimeSpan.FromMilliseconds(endTime - time));
|
||||
|
||||
previousSecond = currentSecond;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user