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Merge remote-tracking branch 'origin/master' into no-workingbeatmap-mods
# Conflicts: # osu.Game/Screens/Play/GameplayClockContainer.cs
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commit
85d3ff4846
@ -23,6 +23,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public class GameplayClockContainer : Container
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{
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private readonly WorkingBeatmap beatmap;
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private readonly IEnumerable<Mod> mods;
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/// <summary>
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@ -37,6 +38,8 @@ namespace osu.Game.Screens.Play
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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private readonly double gameplayStartTime;
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public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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@ -53,11 +56,15 @@ namespace osu.Game.Screens.Play
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private Bindable<double> userAudioOffset;
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private readonly FramedOffsetClock offsetClock;
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private readonly FramedOffsetClock userOffsetClock;
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private readonly FramedOffsetClock platformOffsetClock;
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public GameplayClockContainer(WorkingBeatmap beatmap, IEnumerable<Mod> mods, double gameplayStartTime)
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{
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this.beatmap = beatmap;
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this.mods = mods;
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this.gameplayStartTime = gameplayStartTime;
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RelativeSizeAxes = Axes.Both;
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@ -65,30 +72,31 @@ namespace osu.Game.Screens.Play
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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adjustableClock.Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
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adjustableClock.ProcessFrame();
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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offsetClock = new FramedOffsetClock(platformOffsetClock);
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userOffsetClock = new FramedOffsetClock(platformOffsetClock);
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// the clock to be exposed via DI to children.
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GameplayClock = new GameplayClock(offsetClock);
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GameplayClock = new GameplayClock(userOffsetClock);
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GameplayClock.IsPaused.BindTo(IsPaused);
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}
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private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => offsetClock.Offset = offset.NewValue, true);
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userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
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UserPlaybackRate.ValueChanged += _ => updateRate();
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Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
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adjustableClock.ProcessFrame();
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}
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public void Restart()
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@ -105,9 +113,7 @@ namespace osu.Game.Screens.Play
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this.Delay(750).Schedule(() =>
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{
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if (!IsPaused.Value)
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{
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adjustableClock.Start();
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}
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Start();
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});
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});
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});
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@ -122,7 +128,19 @@ namespace osu.Game.Screens.Play
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IsPaused.Value = false;
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}
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public void Seek(double time) => adjustableClock.Seek(time);
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// <remarks>
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/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
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/// </remarks>
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time)
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{
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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adjustableClock.Seek(time - totalOffset);
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}
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public void Stop()
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{
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@ -139,7 +157,7 @@ namespace osu.Game.Screens.Play
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protected override void Update()
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{
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if (!IsPaused.Value)
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offsetClock.ProcessFrame();
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userOffsetClock.ProcessFrame();
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base.Update();
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}
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