mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 20:22:55 +08:00
Move sample pausing logic out of FrameStabilityContainer
This commit is contained in:
parent
11ebd2d7f8
commit
6853da459d
@ -26,7 +26,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
|
||||
AddStep("get variables", () =>
|
||||
{
|
||||
gameplayClock = Player.ChildrenOfType<FrameStabilityContainer>().First();
|
||||
gameplayClock = Player as ISamplePlaybackDisabler;
|
||||
slider = Player.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First();
|
||||
samples = slider.ChildrenOfType<DrawableSample>().ToArray();
|
||||
});
|
||||
|
@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
|
||||
|
||||
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
||||
public override FrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
|
||||
|
||||
private bool frameStablePlayback = true;
|
||||
|
||||
@ -404,7 +404,7 @@ namespace osu.Game.Rulesets.UI
|
||||
/// <summary>
|
||||
/// The frame-stable clock which is being used for playfield display.
|
||||
/// </summary>
|
||||
public abstract GameplayClock FrameStableClock { get; }
|
||||
public abstract FrameStableClock FrameStableClock { get; }
|
||||
|
||||
/// <summary>~
|
||||
/// The associated ruleset.
|
||||
|
@ -2,10 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Timing;
|
||||
@ -18,11 +15,8 @@ namespace osu.Game.Rulesets.UI
|
||||
/// A container which consumes a parent gameplay clock and standardises frame counts for children.
|
||||
/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
|
||||
/// </summary>
|
||||
[Cached(typeof(ISamplePlaybackDisabler))]
|
||||
public class FrameStabilityContainer : Container, IHasReplayHandler, ISamplePlaybackDisabler
|
||||
public class FrameStabilityContainer : Container, IHasReplayHandler
|
||||
{
|
||||
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
|
||||
|
||||
private readonly double gameplayStartTime;
|
||||
|
||||
/// <summary>
|
||||
@ -35,16 +29,14 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
internal bool FrameStablePlayback = true;
|
||||
|
||||
public GameplayClock GameplayClock => stabilityGameplayClock;
|
||||
|
||||
[Cached(typeof(GameplayClock))]
|
||||
private readonly StabilityGameplayClock stabilityGameplayClock;
|
||||
public readonly FrameStableClock FrameStableClock;
|
||||
|
||||
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
stabilityGameplayClock = new StabilityGameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
|
||||
FrameStableClock = new FrameStableClock(framedClock = new FramedClock(manualClock = new ManualClock()));
|
||||
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
}
|
||||
@ -65,12 +57,9 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
if (clock != null)
|
||||
{
|
||||
parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock;
|
||||
GameplayClock.IsPaused.BindTo(clock.IsPaused);
|
||||
parentGameplayClock = FrameStableClock.ParentGameplayClock = clock;
|
||||
FrameStableClock.IsPaused.BindTo(clock.IsPaused);
|
||||
}
|
||||
|
||||
// this is a bit temporary. should really be done inside of GameplayClock (but requires large structural changes).
|
||||
stabilityGameplayClock.ParentSampleDisabler = sampleDisabler;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -102,9 +91,7 @@ namespace osu.Game.Rulesets.UI
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
requireMoreUpdateLoops = true;
|
||||
validState = !GameplayClock.IsPaused.Value;
|
||||
|
||||
samplePlaybackDisabled.Value = stabilityGameplayClock.ShouldDisableSamplePlayback;
|
||||
validState = !FrameStableClock.IsPaused.Value;
|
||||
|
||||
int loops = 0;
|
||||
|
||||
@ -222,32 +209,10 @@ namespace osu.Game.Rulesets.UI
|
||||
}
|
||||
else
|
||||
{
|
||||
Clock = GameplayClock;
|
||||
Clock = FrameStableClock;
|
||||
}
|
||||
}
|
||||
|
||||
public ReplayInputHandler ReplayInputHandler { get; set; }
|
||||
|
||||
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
||||
|
||||
private class StabilityGameplayClock : GameplayClock
|
||||
{
|
||||
public GameplayClock ParentGameplayClock;
|
||||
|
||||
public ISamplePlaybackDisabler ParentSampleDisabler;
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
|
||||
|
||||
public StabilityGameplayClock(FramedClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool ShouldDisableSamplePlayback =>
|
||||
// handle the case where playback is catching up to real-time.
|
||||
base.ShouldDisableSamplePlayback
|
||||
|| ParentSampleDisabler?.SamplePlaybackDisabled.Value == true
|
||||
|| (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
28
osu.Game/Rulesets/UI/FrameStableClock.cs
Normal file
28
osu.Game/Rulesets/UI/FrameStableClock.cs
Normal file
@ -0,0 +1,28 @@
|
||||
// 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Screens.Play;
|
||||
|
||||
namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
public class FrameStableClock : GameplayClock
|
||||
{
|
||||
public GameplayClock ParentGameplayClock;
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
|
||||
|
||||
public FrameStableClock(FramedClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool ShouldDisableSamplePlayback =>
|
||||
// handle the case where playback is catching up to real-time.
|
||||
base.ShouldDisableSamplePlayback || (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
|
||||
}
|
||||
}
|
@ -238,11 +238,8 @@ namespace osu.Game.Screens.Play
|
||||
skipOverlay.Hide();
|
||||
}
|
||||
|
||||
DrawableRuleset.IsPaused.BindValueChanged(paused =>
|
||||
{
|
||||
updateGameplayState();
|
||||
samplePlaybackDisabled.Value = paused.NewValue;
|
||||
});
|
||||
DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
|
||||
|
||||
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
|
||||
|
||||
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
|
||||
@ -370,6 +367,13 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
};
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.ShouldDisableSamplePlayback;
|
||||
}
|
||||
|
||||
private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
|
||||
{
|
||||
updateGameplayState();
|
||||
|
Loading…
Reference in New Issue
Block a user