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Merge pull request #4408 from peppy/simplify-gameplay-clock

Simplify gameplay clocks
This commit is contained in:
Dan Balasescu 2019-03-05 20:43:44 +09:00 committed by GitHub
commit 60af8e2820
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 197 additions and 134 deletions

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@ -188,10 +188,10 @@ namespace osu.Game.Tests.Visual
public void PauseTest()
{
performFullSetup(true);
AddStep("Pause", () => player.CurrentPauseContainer.Pause());
AddStep("Pause", () => player.CurrentPausableGameplayContainer.Pause());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddStep("Unpause", () => player.CurrentPauseContainer.Resume());
AddStep("Unpause", () => player.CurrentPausableGameplayContainer.Resume());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
}
@ -328,7 +328,7 @@ namespace osu.Game.Tests.Visual
};
}
public PauseContainer CurrentPauseContainer => PauseContainer;
public PausableGameplayContainer CurrentPausableGameplayContainer => PausableGameplayContainer;
public UserDimContainer CurrentStoryboardContainer => StoryboardContainer;

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@ -17,15 +17,15 @@ namespace osu.Game.Tests.Visual
[Description("player pause/fail screens")]
public class TestCaseGameplayMenuOverlay : ManualInputManagerTestCase
{
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) };
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PausableGameplayContainer) };
private FailOverlay failOverlay;
private PauseContainer.PauseOverlay pauseOverlay;
private PausableGameplayContainer.PauseOverlay pauseOverlay;
[BackgroundDependencyLoader]
private void load()
{
Add(pauseOverlay = new PauseContainer.PauseOverlay
Add(pauseOverlay = new PausableGameplayContainer.PauseOverlay
{
OnResume = () => Logger.Log(@"Resume"),
OnRetry = () => Logger.Log(@"Retry"),

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@ -3,6 +3,7 @@
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
@ -19,14 +20,20 @@ namespace osu.Game.Tests.Visual
private readonly StopwatchClock clock;
[Cached]
private readonly GameplayClock gameplayClock;
private readonly FramedClock framedClock;
public TestCaseSongProgress()
{
clock = new StopwatchClock(true);
gameplayClock = new GameplayClock(framedClock = new FramedClock(clock));
Add(progress = new SongProgress
{
RelativeSizeAxes = Axes.X,
AudioClock = new StopwatchClock(true),
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
});
@ -68,8 +75,13 @@ namespace osu.Game.Tests.Visual
progress.Objects = objects;
graph.Objects = objects;
progress.AudioClock = clock;
progress.OnSeek = pos => clock.Seek(pos);
progress.RequestSeek = pos => clock.Seek(pos);
}
protected override void Update()
{
base.Update();
framedClock.ProcessFrame();
}
private class TestSongProgressGraph : SongProgressGraph

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@ -41,6 +41,7 @@ namespace osu.Game.Rulesets.UI
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
{
InternalChild = KeyBindingContainer = CreateKeyBindingContainer(ruleset, variant, unique);
gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
}
#region Action mapping (for replays)
@ -86,22 +87,28 @@ namespace osu.Game.Rulesets.UI
#region Clock control
private ManualClock clock;
private IFrameBasedClock parentClock;
private readonly ManualClock manualClock;
private readonly FramedClock framedClock;
[Cached]
private GameplayClock gameplayClock;
private IFrameBasedClock parentGameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config, GameplayClock clock)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
if (clock != null)
parentGameplayClock = clock;
}
protected override void LoadComplete()
{
base.LoadComplete();
//our clock will now be our parent's clock, but we want to replace this to allow manual control.
parentClock = Clock;
ProcessCustomClock = false;
Clock = new FramedClock(clock = new ManualClock
{
CurrentTime = parentClock.CurrentTime,
Rate = parentClock.Rate,
});
setClock();
}
/// <summary>
@ -147,25 +154,28 @@ namespace osu.Game.Rulesets.UI
private void updateClock()
{
if (parentClock == null) return;
if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock.
clock.Rate = parentClock.Rate;
clock.IsRunning = parentClock.IsRunning;
validState = true;
var newProposedTime = parentClock.CurrentTime;
manualClock.Rate = parentGameplayClock.Rate;
manualClock.IsRunning = parentGameplayClock.IsRunning;
var newProposedTime = parentGameplayClock.CurrentTime;
try
{
if (Math.Abs(clock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
{
newProposedTime = clock.Rate > 0
? Math.Min(newProposedTime, clock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, clock.CurrentTime - sixty_frame_time);
newProposedTime = manualClock.Rate > 0
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
}
if (!isAttached)
{
clock.CurrentTime = newProposedTime;
manualClock.CurrentTime = newProposedTime;
}
else
{
@ -177,35 +187,39 @@ namespace osu.Game.Rulesets.UI
validState = false;
requireMoreUpdateLoops = true;
clock.CurrentTime = newProposedTime;
manualClock.CurrentTime = newProposedTime;
return;
}
clock.CurrentTime = newTime.Value;
manualClock.CurrentTime = newTime.Value;
}
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime;
}
finally
{
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
Clock.ProcessFrame();
framedClock.ProcessFrame();
}
}
private void setClock()
{
// in case a parent gameplay clock isn't available, just use the parent clock.
if (parentGameplayClock == null)
parentGameplayClock = Clock;
Clock = gameplayClock;
ProcessCustomClock = false;
}
#endregion
#region Setting application (disables etc.)
private Bindable<bool> mouseDisabled;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
}
protected override bool Handle(UIEvent e)
{
switch (e)

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
@ -40,13 +41,7 @@ namespace osu.Game.Screens.Play
private readonly BreakInfo info;
private readonly BreakArrows breakArrows;
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor)
: this(letterboxing)
{
bindProcessor(scoreProcessor);
}
public BreakOverlay(bool letterboxing)
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null)
{
RelativeSizeAxes = Axes.Both;
Child = fadeContainer = new Container
@ -98,6 +93,14 @@ namespace osu.Game.Screens.Play
}
}
};
if (scoreProcessor != null) bindProcessor(scoreProcessor);
}
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock)
{
if (clock != null) Clock = clock;
}
protected override void LoadComplete()

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@ -0,0 +1,43 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
/// Exposed via DI by <see cref="PausableGameplayContainer"/>.
/// <remarks>
/// The main purpose of this clock is to stop components using it from accidentally processing the main
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks>
/// </summary>
public class GameplayClock : IFrameBasedClock
{
private readonly IFrameBasedClock underlyingClock;
public GameplayClock(IFrameBasedClock underlyingClock)
{
this.underlyingClock = underlyingClock;
}
public double CurrentTime => underlyingClock.CurrentTime;
public double Rate => underlyingClock.Rate;
public bool IsRunning => underlyingClock.IsRunning;
public void ProcessFrame()
{
// we do not want to process the underlying clock.
// this is handled by PauseContainer.
}
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
public double FramesPerSecond => underlyingClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
}
}

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@ -40,7 +40,7 @@ namespace osu.Game.Screens.Play
private static bool hasShownNotificationOnce;
public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IClock offsetClock, IAdjustableClock adjustableClock)
public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IAdjustableClock adjustableClock)
{
RelativeSizeAxes = Axes.Both;
@ -81,7 +81,7 @@ namespace osu.Game.Screens.Play
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
KeyCounter = CreateKeyCounter(adjustableClock as IFrameBasedClock),
KeyCounter = CreateKeyCounter(),
HoldToQuit = CreateHoldForMenuButton(),
}
}
@ -91,9 +91,8 @@ namespace osu.Game.Screens.Play
BindRulesetContainer(rulesetContainer);
Progress.Objects = rulesetContainer.Objects;
Progress.AudioClock = offsetClock;
Progress.AllowSeeking = rulesetContainer.HasReplayLoaded.Value;
Progress.OnSeek = pos => adjustableClock.Seek(pos);
Progress.RequestSeek = pos => adjustableClock.Seek(pos);
ModDisplay.Current.BindTo(working.Mods);
@ -202,13 +201,12 @@ namespace osu.Game.Screens.Play
Margin = new MarginPadding { Top = 20 }
};
protected virtual KeyCounterCollection CreateKeyCounter(IFrameBasedClock offsetClock) => new KeyCounterCollection
protected virtual KeyCounterCollection CreateKeyCounter() => new KeyCounterCollection
{
FadeTime = 50,
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Margin = new MarginPadding(10),
AudioClock = offsetClock
};
protected virtual SongProgress CreateProgress() => new SongProgress

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@ -71,9 +71,12 @@ namespace osu.Game.Screens.Play
Name = name;
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
[BackgroundDependencyLoader(true)]
private void load(TextureStore textures, GameplayClock clock)
{
if (clock != null)
Clock = clock;
Children = new Drawable[]
{
buttonSprite = new Sprite

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@ -8,7 +8,6 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osuTK;
using osuTK.Graphics;
@ -37,9 +36,6 @@ namespace osu.Game.Screens.Play
key.FadeTime = FadeTime;
key.KeyDownTextColor = KeyDownTextColor;
key.KeyUpTextColor = KeyUpTextColor;
// Use the same clock object as SongProgress for saving KeyCounter state
if (AudioClock != null)
key.Clock = AudioClock;
}
public void ResetCount()
@ -125,8 +121,6 @@ namespace osu.Game.Screens.Play
public override bool HandleNonPositionalInput => receptor == null;
public override bool HandlePositionalInput => receptor == null;
public IFrameBasedClock AudioClock { get; set; }
private Receptor receptor;
public Receptor GetReceptor()

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@ -14,10 +14,11 @@ using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A container which handles pausing children, displaying a pause overlay with choices etc.
/// A container which handles pausing children, displaying a pause overlay with choices and processing the clock.
/// Exposes a <see cref="GameplayClock"/> to children via DI.
/// This alleviates a lot of the intricate pause logic from being in <see cref="Player"/>
/// </summary>
public class PauseContainer : Container
public class PausableGameplayContainer : Container
{
public readonly BindableBool IsPaused = new BindableBool();
@ -43,24 +44,32 @@ namespace osu.Game.Screens.Play
public Action OnRetry;
public Action OnQuit;
private readonly FramedClock framedClock;
private readonly DecoupleableInterpolatingFramedClock decoupledClock;
private readonly FramedClock offsetClock;
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
/// <summary>
/// Creates a new <see cref="PauseContainer"/>.
/// The final clock which is exposed to underlying components.
/// </summary>
/// <param name="framedClock">The gameplay clock. This is the clock that will process frames.</param>
/// <param name="decoupledClock">The seekable clock. This is the clock that will be paused and resumed.</param>
public PauseContainer(FramedClock framedClock, DecoupleableInterpolatingFramedClock decoupledClock)
[Cached]
private readonly GameplayClock gameplayClock;
/// <summary>
/// Creates a new <see cref="PausableGameplayContainer"/>.
/// </summary>
/// <param name="offsetClock">The gameplay clock. This is the clock that will process frames. Includes user/system offsets.</param>
/// <param name="adjustableClock">The seekable clock. This is the clock that will be paused and resumed. Should not be processed (it is processed automatically by <see cref="offsetClock"/>).</param>
public PausableGameplayContainer(FramedClock offsetClock, DecoupleableInterpolatingFramedClock adjustableClock)
{
this.framedClock = framedClock;
this.decoupledClock = decoupledClock;
this.offsetClock = offsetClock;
this.adjustableClock = adjustableClock;
gameplayClock = new GameplayClock(offsetClock);
RelativeSizeAxes = Axes.Both;
AddInternal(content = new Container
{
Clock = this.framedClock,
Clock = this.offsetClock,
ProcessCustomClock = false,
RelativeSizeAxes = Axes.Both
});
@ -84,7 +93,7 @@ namespace osu.Game.Screens.Play
if (IsPaused.Value) return;
// stop the seekable clock (stops the audio eventually)
decoupledClock.Stop();
adjustableClock.Stop();
IsPaused.Value = true;
pauseOverlay.Show();
@ -102,8 +111,8 @@ namespace osu.Game.Screens.Play
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
decoupledClock.Seek(decoupledClock.CurrentTime);
decoupledClock.Start();
adjustableClock.Seek(adjustableClock.CurrentTime);
adjustableClock.Start();
pauseOverlay.Hide();
}
@ -123,7 +132,7 @@ namespace osu.Game.Screens.Play
Pause();
if (!IsPaused.Value)
framedClock.ProcessFrame();
offsetClock.ProcessFrame();
base.Update();
}

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@ -72,7 +72,7 @@ namespace osu.Game.Screens.Play
[Resolved]
private ScoreManager scoreManager { get; set; }
protected PauseContainer PauseContainer { get; private set; }
protected PausableGameplayContainer PausableGameplayContainer { get; private set; }
private RulesetInfo ruleset;
@ -175,10 +175,10 @@ namespace osu.Game.Screens.Play
InternalChildren = new Drawable[]
{
PauseContainer = new PauseContainer(offsetClock, adjustableClock)
PausableGameplayContainer = new PausableGameplayContainer(offsetClock, adjustableClock)
{
Retries = RestartCount,
OnRetry = Restart,
OnRetry = restart,
OnQuit = performUserRequestedExit,
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value,
Children = new Container[]
@ -196,32 +196,26 @@ namespace osu.Game.Screens.Play
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
ProcessCustomClock = false,
Breaks = beatmap.Breaks
},
new ScalingContainer(ScalingMode.Gameplay)
{
Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
},
HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, adjustableClock)
{
Clock = Clock, // hud overlay doesn't want to use the audio clock directly
ProcessCustomClock = false,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
new SkipOverlay(RulesetContainer.GameplayStartTime)
{
Clock = Clock, // skip button doesn't want to use the audio clock directly
ProcessCustomClock = false,
AdjustableClock = adjustableClock,
FramedClock = offsetClock,
RequestSeek = time => adjustableClock.Seek(time)
},
}
},
failOverlay = new FailOverlay
{
OnRetry = Restart,
OnRetry = restart,
OnQuit = performUserRequestedExit,
},
new HotkeyRetryOverlay
@ -231,7 +225,7 @@ namespace osu.Game.Screens.Play
if (!this.IsCurrentScreen()) return;
fadeOut(true);
Restart();
restart();
},
}
};
@ -239,7 +233,7 @@ namespace osu.Game.Screens.Play
HUDOverlay.HoldToQuit.Action = performUserRequestedExit;
HUDOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
RulesetContainer.IsPaused.BindTo(PauseContainer.IsPaused);
RulesetContainer.IsPaused.BindTo(PausableGameplayContainer.IsPaused);
if (ShowStoryboard.Value)
initializeStoryboard(false);
@ -268,7 +262,7 @@ namespace osu.Game.Screens.Play
this.Exit();
}
public void Restart()
private void restart()
{
if (!this.IsCurrentScreen()) return;
@ -372,7 +366,7 @@ namespace osu.Game.Screens.Play
this.Delay(750).Schedule(() =>
{
if (!PauseContainer.IsPaused.Value)
if (!PausableGameplayContainer.IsPaused.Value)
{
adjustableClock.Start();
}
@ -380,8 +374,8 @@ namespace osu.Game.Screens.Play
});
});
PauseContainer.Alpha = 0;
PauseContainer.FadeIn(750, Easing.OutQuint);
PausableGameplayContainer.Alpha = 0;
PausableGameplayContainer.FadeIn(750, Easing.OutQuint);
}
public override void OnSuspending(IScreen next)
@ -399,7 +393,7 @@ namespace osu.Game.Screens.Play
return true;
}
if ((!AllowPause || HasFailed || !ValidForResume || PauseContainer?.IsPaused.Value != false || RulesetContainer?.HasReplayLoaded.Value != false) && (!PauseContainer?.IsResuming ?? true))
if ((!AllowPause || HasFailed || !ValidForResume || PausableGameplayContainer?.IsPaused.Value != false || RulesetContainer?.HasReplayLoaded.Value != false) && (!PausableGameplayContainer?.IsResuming ?? true))
{
// In the case of replays, we may have changed the playback rate.
applyRateFromMods();
@ -408,7 +402,7 @@ namespace osu.Game.Screens.Play
}
if (LoadedBeatmapSuccessfully)
PauseContainer?.Pause();
PausableGameplayContainer?.Pause();
return true;
}
@ -422,7 +416,7 @@ namespace osu.Game.Screens.Play
storyboardReplacesBackground.Value = false;
}
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !PauseContainer.IsPaused.Value;
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !PausableGameplayContainer.IsPaused.Value;
private void initializeStoryboard(bool asyncLoad)
{

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@ -9,7 +9,6 @@ using osu.Framework.Audio.Sample;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Screens.Ranking;
@ -27,8 +26,7 @@ namespace osu.Game.Screens.Play
{
private readonly double startTime;
public IAdjustableClock AdjustableClock;
public IFrameBasedClock FramedClock;
public Action<double> RequestSeek;
private Button button;
private Box remainingTimeBox;
@ -54,16 +52,13 @@ namespace osu.Game.Screens.Play
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock)
{
var baseClock = Clock;
if (FramedClock != null)
{
Clock = FramedClock;
ProcessCustomClock = false;
}
if (clock != null)
Clock = clock;
Children = new Drawable[]
{
@ -111,7 +106,7 @@ namespace osu.Game.Screens.Play
using (BeginAbsoluteSequence(beginFadeTime))
this.FadeOut(fade_time);
button.Action = () => AdjustableClock?.Seek(startTime - skip_required_cutoff - fade_time);
button.Action = () => RequestSeek?.Invoke(startTime - skip_required_cutoff - fade_time);
displayTime = Time.Current;

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@ -10,7 +10,6 @@ using osu.Game.Graphics;
using osu.Framework.Allocation;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.UI;
@ -29,18 +28,11 @@ namespace osu.Game.Screens.Play
private readonly SongProgressGraph graph;
private readonly SongProgressInfo info;
public Action<double> OnSeek;
public Action<double> RequestSeek;
public override bool HandleNonPositionalInput => AllowSeeking;
public override bool HandlePositionalInput => AllowSeeking;
private IClock audioClock;
public IClock AudioClock
{
set => audioClock = info.AudioClock = value;
}
private double lastHitTime => ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
private double firstHitTime => objects.First().StartTime;
@ -63,9 +55,14 @@ namespace osu.Game.Screens.Play
private readonly BindableBool replayLoaded = new BindableBool();
[BackgroundDependencyLoader]
private void load(OsuColour colours)
private GameplayClock gameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock)
{
if (clock != null)
gameplayClock = clock;
graph.FillColour = bar.FillColour = colours.BlueLighter;
}
@ -99,7 +96,7 @@ namespace osu.Game.Screens.Play
Alpha = 0,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
OnSeek = position => OnSeek?.Invoke(position),
OnSeek = time => RequestSeek?.Invoke(time),
},
};
}
@ -157,14 +154,11 @@ namespace osu.Game.Screens.Play
if (objects == null)
return;
double position = audioClock?.CurrentTime ?? Time.Current;
double progress = (position - firstHitTime) / (lastHitTime - firstHitTime);
double position = gameplayClock?.CurrentTime ?? Time.Current;
double progress = Math.Min(1, (position - firstHitTime) / (lastHitTime - firstHitTime));
if (progress < 1)
{
bar.CurrentTime = position;
graph.Progress = (int)(graph.ColumnCount * progress);
}
bar.CurrentTime = position;
graph.Progress = (int)(graph.ColumnCount * progress);
}
}
}

View File

@ -4,7 +4,6 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using System;
@ -27,8 +26,6 @@ namespace osu.Game.Screens.Play
private const int margin = 10;
public IClock AudioClock;
public double StartTime
{
set => startTime = value;
@ -39,9 +36,14 @@ namespace osu.Game.Screens.Play
set => endTime = value;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
private GameplayClock gameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock)
{
if (clock != null)
gameplayClock = clock;
Children = new Drawable[]
{
timeCurrent = new OsuSpriteText
@ -80,7 +82,9 @@ namespace osu.Game.Screens.Play
{
base.Update();
double songCurrentTime = AudioClock.CurrentTime - startTime;
var time = gameplayClock?.CurrentTime ?? Time.Current;
double songCurrentTime = time - startTime;
int currentPercent = Math.Max(0, Math.Min(100, (int)(songCurrentTime / songLength * 100)));
int currentSecond = (int)Math.Floor(songCurrentTime / 1000.0);
@ -93,7 +97,7 @@ namespace osu.Game.Screens.Play
if (currentSecond != previousSecond && songCurrentTime < songLength)
{
timeCurrent.Text = formatTime(TimeSpan.FromSeconds(currentSecond));
timeLeft.Text = formatTime(TimeSpan.FromMilliseconds(endTime - AudioClock.CurrentTime));
timeLeft.Text = formatTime(TimeSpan.FromMilliseconds(endTime - time));
previousSecond = currentSecond;
}