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mirror of https://github.com/ppy/osu.git synced 2024-11-06 09:07:25 +08:00

Rename clock types to match across classes

This commit is contained in:
Dean Herbert 2018-02-27 16:10:12 +09:00
parent 3d52ead213
commit 37d2a2c3cc
3 changed files with 21 additions and 18 deletions

View File

@ -44,13 +44,13 @@ namespace osu.Game.Screens.Play
public Action OnResume; public Action OnResume;
public Action OnPause; public Action OnPause;
public readonly IAdjustableClock SeekableClock; public readonly IAdjustableClock AdjustableClock;
public readonly FramedClock FramedClock; public readonly FramedClock FramedClock;
public PauseContainer(FramedClock framedClock, IAdjustableClock seekableClock) public PauseContainer(FramedClock framedClock, IAdjustableClock adjustableClock)
{ {
FramedClock = framedClock; FramedClock = framedClock;
SeekableClock = seekableClock; AdjustableClock = adjustableClock;
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
@ -79,7 +79,7 @@ namespace osu.Game.Screens.Play
if (IsPaused) return; if (IsPaused) return;
// stop the seekable clock (stops the audio eventually) // stop the seekable clock (stops the audio eventually)
SeekableClock.Stop(); AdjustableClock.Stop();
IsPaused = true; IsPaused = true;
OnPause?.Invoke(); OnPause?.Invoke();
@ -98,8 +98,8 @@ namespace osu.Game.Screens.Play
// seek back to the time of the framed clock. // seek back to the time of the framed clock.
// this accounts for the audio clock potentially taking time to enter a completely stopped state. // this accounts for the audio clock potentially taking time to enter a completely stopped state.
SeekableClock.Seek(FramedClock.CurrentTime); AdjustableClock.Seek(FramedClock.CurrentTime);
SeekableClock.Start(); AdjustableClock.Start();
OnResume?.Invoke(); OnResume?.Invoke();
pauseOverlay.Hide(); pauseOverlay.Hide();

View File

@ -61,7 +61,10 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
private FramedOffsetClock offsetClock; private FramedOffsetClock offsetClock;
private DecoupleableInterpolatingFramedClock decoupledClock; /// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private DecoupleableInterpolatingFramedClock adjustableClock;
private PauseContainer pauseContainer; private PauseContainer pauseContainer;
@ -144,16 +147,16 @@ namespace osu.Game.Screens.Play
} }
sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock(); sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
var firstObjectTime = RulesetContainer.Objects.First().StartTime; var firstObjectTime = RulesetContainer.Objects.First().StartTime;
decoupledClock.Seek(AllowLeadIn adjustableClock.Seek(AllowLeadIn
? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)) ? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
: firstObjectTime); : firstObjectTime);
decoupledClock.ProcessFrame(); adjustableClock.ProcessFrame();
offsetClock = new FramedOffsetClock(decoupledClock); offsetClock = new FramedOffsetClock(adjustableClock);
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset); userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
@ -163,7 +166,7 @@ namespace osu.Game.Screens.Play
Children = new Drawable[] Children = new Drawable[]
{ {
pauseContainer = new PauseContainer(offsetClock, decoupledClock) pauseContainer = new PauseContainer(offsetClock, adjustableClock)
{ {
OnRetry = Restart, OnRetry = Restart,
OnQuit = Exit, OnQuit = Exit,
@ -192,7 +195,7 @@ namespace osu.Game.Screens.Play
}, },
new SkipButton(firstObjectTime) new SkipButton(firstObjectTime)
{ {
SeekableClock = decoupledClock, AdjustableClock = adjustableClock,
FramedClock = offsetClock, FramedClock = offsetClock,
}, },
hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, decoupledClock, working) hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, decoupledClock, working)
@ -304,7 +307,7 @@ namespace osu.Game.Screens.Play
if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail)) if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
return false; return false;
decoupledClock.Stop(); adjustableClock.Stop();
HasFailed = true; HasFailed = true;
failOverlay.Retries = RestartCount; failOverlay.Retries = RestartCount;
@ -337,14 +340,14 @@ namespace osu.Game.Screens.Play
Schedule(() => Schedule(() =>
{ {
decoupledClock.ChangeSource(sourceClock); adjustableClock.ChangeSource(sourceClock);
applyRateFromMods(); applyRateFromMods();
this.Delay(750).Schedule(() => this.Delay(750).Schedule(() =>
{ {
if (!pauseContainer.IsPaused) if (!pauseContainer.IsPaused)
{ {
decoupledClock.Start(); adjustableClock.Start();
} }
}); });
}); });

View File

@ -25,7 +25,7 @@ namespace osu.Game.Screens.Play
{ {
private readonly double startTime; private readonly double startTime;
public IAdjustableClock SeekableClock; public IAdjustableClock AdjustableClock;
public IFrameBasedClock FramedClock; public IFrameBasedClock FramedClock;
private Button button; private Button button;
@ -111,7 +111,7 @@ namespace osu.Game.Screens.Play
using (BeginAbsoluteSequence(beginFadeTime)) using (BeginAbsoluteSequence(beginFadeTime))
this.FadeOut(fade_time); this.FadeOut(fade_time);
button.Action = () => SeekableClock?.Seek(startTime - skip_required_cutoff - fade_time); button.Action = () => AdjustableClock?.Seek(startTime - skip_required_cutoff - fade_time);
displayTime = Time.Current; displayTime = Time.Current;