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Merge pull request #22273 from peppy/frame-stable-cache
Cache `IFrameStableClock` in `Player` for easier access
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commit
0f3a586738
@ -15,14 +15,12 @@ namespace osu.Game.Screens.Play.HUD.ClicksPerSecond
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[Resolved]
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[Resolved]
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private IGameplayClock gameplayClock { get; set; } = null!;
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private IGameplayClock gameplayClock { get; set; } = null!;
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[Resolved(canBeNull: true)]
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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private IFrameStableClock? frameStableClock { get; set; }
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public int Value { get; private set; }
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public int Value { get; private set; }
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// Even though `FrameStabilityContainer` caches as a `GameplayClock`, we need to check it directly via `drawableRuleset`
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private IGameplayClock clock => frameStableClock ?? gameplayClock;
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// as this calculator is not contained within the `FrameStabilityContainer` and won't see the dependency.
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private IGameplayClock clock => drawableRuleset?.FrameStableClock ?? gameplayClock;
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public ClicksPerSecondCalculator()
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public ClicksPerSecondCalculator()
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{
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{
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@ -25,10 +25,15 @@ namespace osu.Game.Screens.Play.HUD
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[Resolved]
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[Resolved]
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protected IGameplayClock GameplayClock { get; private set; } = null!;
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protected IGameplayClock GameplayClock { get; private set; } = null!;
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[Resolved(canBeNull: true)]
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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private IFrameStableClock? frameStableClock { get; set; }
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/// <summary>
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/// The reference clock is used to accurately tell the current playfield's time (including catch-up lag).
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/// However, if none is available (i.e. used in tests), we fall back to the gameplay clock.
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/// </summary>
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protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
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private IClock? referenceClock;
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private IEnumerable<HitObject>? objects;
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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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@ -58,12 +63,11 @@ namespace osu.Game.Screens.Play.HUD
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protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
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protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load(DrawableRuleset? drawableRuleset)
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{
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{
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if (drawableRuleset != null)
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if (drawableRuleset != null)
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{
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{
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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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}
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}
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}
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}
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@ -74,9 +78,7 @@ 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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// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
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double currentTime = FrameStableClock.CurrentTime;
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// However, if no drawable ruleset is available (i.e. used in tests), we fall back to the gameplay clock.
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double currentTime = referenceClock?.CurrentTime ?? GameplayClock.CurrentTime;
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bool isInIntro = currentTime < FirstHitTime;
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bool isInIntro = currentTime < FirstHitTime;
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@ -309,6 +309,8 @@ namespace osu.Game.Screens.Play
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});
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});
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}
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}
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dependencies.CacheAs(DrawableRuleset.FrameStableClock);
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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