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More refactoring/xmldocs

This commit is contained in:
smoogipoo 2021-04-16 20:33:29 +09:00
parent 6301111fa3
commit 3a78c19f96
2 changed files with 61 additions and 19 deletions

View File

@ -9,26 +9,36 @@ using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
/// </summary>
public abstract class GameplayClockContainer : Container
{
/// <summary>
/// The final clock which is exposed to underlying components.
/// The final clock which is exposed to gameplay components.
/// </summary>
public GameplayClock GameplayClock { get; private set; }
/// <summary>
/// Whether gameplay is paused.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
protected readonly DecoupleableInterpolatingFramedClock AdjustableClock;
protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
protected GameplayClockContainer(IClock sourceClock)
{
RelativeSizeAxes = Axes.Both;
AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
AdjustableClock.ChangeSource(sourceClock);
AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
AdjustableSource.ChangeSource(sourceClock);
IsPaused.BindValueChanged(OnIsPausedChanged);
}
@ -37,21 +47,24 @@ namespace osu.Game.Screens.Play
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
GameplayClock.IsPaused.BindTo(IsPaused);
return dependencies;
}
/// <summary>
/// Starts gameplay.
/// </summary>
public virtual void Start()
{
if (!AdjustableClock.IsRunning)
if (!AdjustableSource.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
AdjustableClock.Start();
AdjustableSource.Start();
}
IsPaused.Value = false;
@ -59,19 +72,22 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public virtual void Seek(double time) => AdjustableClock.Seek(time);
public virtual void Seek(double time) => AdjustableSource.Seek(time);
/// <summary>
/// Stops gameplay.
/// </summary>
public virtual void Stop() => IsPaused.Value = true;
/// <summary>
/// Restarts gameplay.
/// </summary>
public virtual void Restart()
{
AdjustableClock.Seek(0);
AdjustableClock.Stop();
AdjustableSource.Seek(0);
AdjustableSource.Stop();
if (!IsPaused.Value)
Start();
@ -85,8 +101,26 @@ namespace osu.Game.Screens.Play
base.Update();
}
protected abstract void OnIsPausedChanged(ValueChangedEvent<bool> isPaused);
/// <summary>
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
/// </summary>
/// <param name="isPaused">Whether the clock should now be paused.</param>
protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
AdjustableSource.Stop();
else
AdjustableSource.Start();
}
/// <summary>
/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
/// </summary>
/// <remarks>
/// Any intermediate clocks such as platform offsets should be applied here.
/// </remarks>
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns>
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
}
}

View File

@ -23,7 +23,7 @@ namespace osu.Game.Screens.Play
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
protected Track Track => (Track)AdjustableClock.Source;
protected Track Track => (Track)AdjustableSource.Source;
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
{
@ -84,17 +84,25 @@ namespace osu.Game.Screens.Play
Seek(startTime);
AdjustableClock.ProcessFrame();
AdjustableSource.ProcessFrame();
}
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
// The source is stopped by a frequency fade first.
if (isPaused.NewValue)
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableClock.Stop());
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableSource.Stop());
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
/// <summary>
/// Seek to a specific time in gameplay.
/// </summary>
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// <param name="time">The destination time to seek to.</param>
public override void Seek(double time)
{
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
@ -146,7 +154,7 @@ namespace osu.Game.Screens.Play
public void StopUsingBeatmapClock()
{
removeSourceClockAdjustments();
AdjustableClock.ChangeSource(new TrackVirtual(beatmap.Track.Length));
AdjustableSource.ChangeSource(new TrackVirtual(beatmap.Track.Length));
}
private bool speedAdjustmentsApplied;