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Reduce exposed properties in GameplayClockContainer
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@ -9,7 +9,7 @@ using osu.Game.Screens.Play;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class GameplayClockTest
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public class GameplayClockContainerTest
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{
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[TestCase(0)]
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[TestCase(1)]
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@ -15,7 +15,7 @@ using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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@ -24,15 +24,8 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public IBindable<bool> IsPaused => isPaused;
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
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/// <summary>
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/// The source clock.
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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public IClock SourceClock { get; private set; }
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@ -55,7 +48,14 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
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protected IFrameBasedClock GameplayClock { get; private set; } = null!;
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protected IFrameBasedClock FramedClock { get; private set; } = null!;
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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@ -67,7 +67,7 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both;
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AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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}
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@ -75,7 +75,7 @@ namespace osu.Game.Screens.Play
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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GameplayClock = CreateGameplayClock(AdjustableSource);
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FramedClock = CreateGameplayClock(decoupledClock);
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dependencies.CacheAs<IGameplayClock>(this);
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@ -89,13 +89,13 @@ namespace osu.Game.Screens.Play
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{
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ensureSourceClockSet();
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if (!AdjustableSource.IsRunning)
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if (!decoupledClock.IsRunning)
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{
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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 clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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Seek(FramedClock.CurrentTime);
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AdjustableSource.Start();
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decoupledClock.Start();
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}
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isPaused.Value = false;
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@ -109,10 +109,10 @@ namespace osu.Game.Screens.Play
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{
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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AdjustableSource.Seek(time);
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decoupledClock.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.ProcessFrame();
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FramedClock.ProcessFrame();
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OnSeek?.Invoke();
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}
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@ -129,7 +129,7 @@ namespace osu.Game.Screens.Play
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public void Reset(bool startClock = false)
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{
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// Manually stop the source in order to not affect the IsPaused state.
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AdjustableSource.Stop();
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decoupledClock.Stop();
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if (!IsPaused.Value || startClock)
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Start();
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@ -142,10 +142,10 @@ namespace osu.Game.Screens.Play
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/// Changes the source clock.
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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protected void ChangeSource(IClock sourceClock) => decoupledClock.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="AdjustableSource"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// Ensures that the <see cref="decoupledClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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@ -153,38 +153,38 @@ namespace osu.Game.Screens.Play
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/// </summary>
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private void ensureSourceClockSet()
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{
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if (AdjustableSource.Source == null)
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if (decoupledClock.Source == null)
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ChangeSource(SourceClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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GameplayClock.ProcessFrame();
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FramedClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="decoupledClock"/> clock.
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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decoupledClock.Stop();
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else
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AdjustableSource.Start();
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decoupledClock.Start();
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}
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/// <summary>
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/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
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/// Creates the final <see cref="FramedClock"/> which is exposed via DI to be used by gameplay components.
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/// </summary>
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/// <remarks>
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/// Any intermediate clocks such as platform offsets should be applied here.
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="GameplayClock"/>.</returns>
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/// <returns>The final <see cref="FramedClock"/>.</returns>
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protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
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#region IAdjustableClock
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@ -201,15 +201,15 @@ namespace osu.Game.Screens.Play
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double IAdjustableClock.Rate
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{
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get => GameplayClock.Rate;
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get => FramedClock.Rate;
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set => throw new NotSupportedException();
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}
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public double Rate => GameplayClock.Rate;
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public double Rate => FramedClock.Rate;
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public double CurrentTime => GameplayClock.CurrentTime;
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public double CurrentTime => FramedClock.CurrentTime;
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public bool IsRunning => GameplayClock.IsRunning;
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public bool IsRunning => FramedClock.IsRunning;
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#endregion
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@ -218,11 +218,11 @@ namespace osu.Game.Screens.Play
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// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
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}
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public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
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public double ElapsedFrameTime => FramedClock.ElapsedFrameTime;
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public double FramesPerSecond => GameplayClock.FramesPerSecond;
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public double FramesPerSecond => FramedClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
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public FrameTimeInfo TimeInfo => FramedClock.TimeInfo;
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public double TrueGameplayRate
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{
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@ -35,8 +35,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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protected Track Track => (Track)SourceClock;
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public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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@ -133,7 +131,7 @@ namespace osu.Game.Screens.Play
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
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{
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if (IsPaused.Value == isPaused.NewValue)
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AdjustableSource.Stop();
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base.OnIsPausedChanged(isPaused);
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});
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}
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else
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@ -142,14 +140,14 @@ namespace osu.Game.Screens.Play
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else
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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base.OnIsPausedChanged(isPaused);
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// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
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pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
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// Without doing this, an initial seek may be performed with the wrong offset.
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GameplayClock.ProcessFrame();
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FramedClock.ProcessFrame();
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}
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}
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@ -178,12 +176,12 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
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if (FramedClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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if (FramedClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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skipTarget = 0;
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@ -218,8 +216,11 @@ namespace osu.Game.Screens.Play
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if (speedAdjustmentsApplied)
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return;
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Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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if (SourceClock is Track track)
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{
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track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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}
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nonGameplayAdjustments.Add(pauseFreqAdjust);
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nonGameplayAdjustments.Add(UserPlaybackRate);
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@ -232,8 +233,11 @@ namespace osu.Game.Screens.Play
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if (!speedAdjustmentsApplied)
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return;
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Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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if (SourceClock is Track track)
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{
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track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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}
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nonGameplayAdjustments.Remove(pauseFreqAdjust);
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nonGameplayAdjustments.Remove(UserPlaybackRate);
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