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Move ISampleDisabler implementation to Player and 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().GameplayClock;
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gameplayClock = Player.ChildrenOfType<FrameStabilityContainer>().First();
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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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@ -18,8 +18,11 @@ 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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public class FrameStabilityContainer : Container, IHasReplayHandler
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[Cached(typeof(ISamplePlaybackDisabler))]
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public class FrameStabilityContainer : Container, IHasReplayHandler, ISamplePlaybackDisabler
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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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@ -35,7 +38,6 @@ namespace osu.Game.Rulesets.UI
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public GameplayClock GameplayClock => stabilityGameplayClock;
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[Cached(typeof(GameplayClock))]
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[Cached(typeof(ISamplePlaybackDisabler))]
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private readonly StabilityGameplayClock stabilityGameplayClock;
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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@ -102,6 +104,8 @@ namespace osu.Game.Rulesets.UI
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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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int loops = 0;
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while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
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@ -224,6 +228,8 @@ namespace osu.Game.Rulesets.UI
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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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@ -237,7 +243,7 @@ namespace osu.Game.Rulesets.UI
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{
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}
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protected override bool ShouldDisableSamplePlayback =>
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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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@ -17,7 +17,7 @@ namespace osu.Game.Screens.Play
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IFrameBasedClock, ISamplePlaybackDisabler
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public class GameplayClock : IFrameBasedClock
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{
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private readonly IFrameBasedClock underlyingClock;
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@ -28,8 +28,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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this.underlyingClock = underlyingClock;
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@ -66,13 +64,11 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Whether nested samples supporting the <see cref="ISamplePlaybackDisabler"/> interface should be paused.
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/// </summary>
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protected virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
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public virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
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public void ProcessFrame()
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{
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// intentionally not updating the underlying clock (handled externally).
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samplePlaybackDisabled.Value = ShouldDisableSamplePlayback;
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}
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public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
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@ -82,7 +78,5 @@ namespace osu.Game.Screens.Play
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public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
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public IClock Source => underlyingClock;
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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}
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}
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@ -54,7 +54,6 @@ namespace osu.Game.Screens.Play
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public GameplayClock GameplayClock => localGameplayClock;
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[Cached(typeof(GameplayClock))]
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[Cached(typeof(ISamplePlaybackDisabler))]
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private readonly LocalGameplayClock localGameplayClock;
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private Bindable<double> userAudioOffset;
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@ -35,7 +35,8 @@ using osu.Game.Users;
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namespace osu.Game.Screens.Play
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{
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[Cached]
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public class Player : ScreenWithBeatmapBackground
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[Cached(typeof(ISamplePlaybackDisabler))]
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public class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler
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{
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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@ -55,6 +56,8 @@ namespace osu.Game.Screens.Play
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool AllowRateAdjustments => false;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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@ -229,7 +232,11 @@ namespace osu.Game.Screens.Play
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skipOverlay.Hide();
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}
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DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
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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.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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@ -752,5 +759,7 @@ namespace osu.Game.Screens.Play
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}
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#endregion
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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}
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}
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