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Use FramedBeatmapClock
in EditorClock
This commit is contained in:
parent
9050f54681
commit
31e459364b
@ -4,10 +4,12 @@
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#nullable disable
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#nullable disable
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using System;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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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.Transforms;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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@ -19,7 +21,7 @@ namespace osu.Game.Screens.Edit
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/// <summary>
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/// <summary>
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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// </summary>
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/// </summary>
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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public class EditorClock : CompositeComponent, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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{
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public IBindable<Track> Track => track;
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public IBindable<Track> Track => track;
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@ -33,7 +35,7 @@ namespace osu.Game.Screens.Edit
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private readonly BindableBeatDivisor beatDivisor;
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private readonly BindableBeatDivisor beatDivisor;
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private readonly DecoupleableInterpolatingFramedClock underlyingClock;
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private readonly FramedBeatmapClock underlyingClock;
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private bool playbackFinished;
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private bool playbackFinished;
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@ -52,7 +54,8 @@ namespace osu.Game.Screens.Edit
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this.beatDivisor = beatDivisor ?? new BindableBeatDivisor();
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this.beatDivisor = beatDivisor ?? new BindableBeatDivisor();
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underlyingClock = new DecoupleableInterpolatingFramedClock();
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underlyingClock = new FramedBeatmapClock(applyOffsets: true);
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AddInternal(underlyingClock);
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}
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}
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/// <summary>
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/// <summary>
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@ -219,6 +222,9 @@ namespace osu.Game.Screens.Edit
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public void ProcessFrame()
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public void ProcessFrame()
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{
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{
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// EditorClock wasn't being added in many places. This gives us more certainty that it is.
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Debug.Assert(underlyingClock.LoadState > LoadState.NotLoaded);
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underlyingClock.ProcessFrame();
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underlyingClock.ProcessFrame();
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playbackFinished = CurrentTime >= TrackLength;
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playbackFinished = CurrentTime >= TrackLength;
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