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