diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs index 6ca830a82f..7033fd6755 100644 --- a/osu.Game.Rulesets.Mania/UI/Column.cs +++ b/osu.Game.Rulesets.Mania/UI/Column.cs @@ -11,6 +11,7 @@ using osu.Framework.Graphics.Pooling; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Platform; +using osu.Game.Extensions; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects.Drawables; @@ -97,8 +98,8 @@ namespace osu.Game.Rulesets.Mania.UI new ColumnTouchInputArea(this) }; - applyGameWideClock(background); - applyGameWideClock(keyArea); + background.ApplyGameWideClock(host); + keyArea.ApplyGameWideClock(host); TopLevelContainer.Add(HitObjectArea.Explosions.CreateProxy()); @@ -107,18 +108,6 @@ namespace osu.Game.Rulesets.Mania.UI RegisterPool(10, 50); RegisterPool(10, 50); RegisterPool(50, 250); - - // Some elements don't handle rewind correctly and fixing them is non-trivial. - // In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide - // clock so they don't need to worry about rewind. - // This only works because they handle OnPressed/OnReleased which results in a correct state while rewinding. - // - // This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind. - void applyGameWideClock(Drawable drawable) - { - drawable.Clock = host.UpdateThread.Clock; - drawable.ProcessCustomClock = false; - } } private void onSourceChanged() diff --git a/osu.Game/Extensions/DrawableExtensions.cs b/osu.Game/Extensions/DrawableExtensions.cs index 915a2292a2..6553ad3886 100644 --- a/osu.Game/Extensions/DrawableExtensions.cs +++ b/osu.Game/Extensions/DrawableExtensions.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics; +using osu.Framework.Platform; using osuTK; namespace osu.Game.Extensions @@ -43,5 +44,20 @@ namespace osu.Game.Extensions /// The delta vector in Parent's coordinates. public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) => drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta); + + /// + /// Some elements don't handle rewind correctly and fixing them is non-trivial. + /// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide + /// clock so they don't need to worry about rewind. + /// + /// This only works if input handling components handle OnPressed/OnReleased which results in a correct state while rewinding. + /// + /// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind. + /// + public static void ApplyGameWideClock(this Drawable drawable, GameHost host) + { + drawable.Clock = host.UpdateThread.Clock; + drawable.ProcessCustomClock = false; + } } } diff --git a/osu.Game/Rulesets/UI/PlayfieldBorder.cs b/osu.Game/Rulesets/UI/PlayfieldBorder.cs index 211a87de84..18bd5b9b93 100644 --- a/osu.Game/Rulesets/UI/PlayfieldBorder.cs +++ b/osu.Game/Rulesets/UI/PlayfieldBorder.cs @@ -4,10 +4,13 @@ #nullable disable using System.Linq; +using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; +using osu.Framework.Platform; +using osu.Game.Extensions; using osuTK; using osuTK.Graphics; @@ -74,6 +77,12 @@ namespace osu.Game.Rulesets.UI }; } + [BackgroundDependencyLoader] + private void load(GameHost host) + { + this.ApplyGameWideClock(host); + } + protected override void LoadComplete() { base.LoadComplete();