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Use a decoupled clock for accurate clock times
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50f9d810dd
commit
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@ -31,7 +31,9 @@ namespace osu.Game.Rulesets.Edit
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private readonly List<Container> layerContainers = new List<Container>();
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private readonly List<Container> layerContainers = new List<Container>();
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private IAdjustableClock adjustableClock;
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private IAdjustableClock sourceClock;
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private DecoupleableInterpolatingFramedClock adjustableClock;
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protected HitObjectComposer(Ruleset ruleset)
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protected HitObjectComposer(Ruleset ruleset)
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{
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{
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@ -49,8 +51,12 @@ namespace osu.Game.Rulesets.Edit
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rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
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rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
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// TODO: should probably be done at a RulesetContainer level to share logic with Player.
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// TODO: should probably be done at a RulesetContainer level to share logic with Player.
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adjustableClock = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
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sourceClock = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
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rulesetContainer.Clock = new InterpolatingFramedClock(adjustableClock);
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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adjustableClock.ChangeSource(sourceClock);
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rulesetContainer.Clock = adjustableClock;
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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@ -229,14 +235,11 @@ namespace osu.Game.Rulesets.Edit
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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// Due to the rounding above, we may end up on the same beat. This will effectively cause 0 seeking to happen
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// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
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// so we can just seek to the next beat in the direction if this is the case
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// Instead, we'll go to the next beat in the direction when this is the case
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if (Math.Abs(adjustableClock.CurrentTime - seekTime) == 0)
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if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
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{
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{
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if (direction > 0)
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closestBeat += direction > 0 ? 1 : -1;
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closestBeat++;
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else
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closestBeat--;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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}
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}
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@ -244,7 +247,7 @@ namespace osu.Game.Rulesets.Edit
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seekTime = timingPoint.Time;
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seekTime = timingPoint.Time;
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var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime >= nextTimingPoint?.Time)
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if (seekTime > nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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seekTime = nextTimingPoint.Time;
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adjustableClock.Seek(seekTime);
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adjustableClock.Seek(seekTime);
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