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133 lines
4.4 KiB
C#
133 lines
4.4 KiB
C#
// 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 osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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namespace osu.Game.Tests.Beatmaps
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{
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public class TestWorkingBeatmap : WorkingBeatmap
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{
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private readonly TrackVirtualManual track;
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private readonly IBeatmap beatmap;
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/// <summary>
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/// Create an instance which creates a <see cref="TestBeatmap"/> for the provided ruleset when requested.
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/// </summary>
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/// <param name="ruleset">The target ruleset.</param>
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/// <param name="referenceClock">A clock which should be used instead of a stopwatch for virtual time progression.</param>
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public TestWorkingBeatmap(RulesetInfo ruleset, IFrameBasedClock referenceClock)
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: this(new TestBeatmap(ruleset), referenceClock)
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{
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}
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/// <summary>
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/// Create an instance which provides the <see cref="IBeatmap"/> when requested.
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/// </summary>
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/// <param name="beatmap">The beatmap</param>
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/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
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public TestWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock referenceClock = null)
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: base(beatmap.BeatmapInfo)
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{
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this.beatmap = beatmap;
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if (referenceClock != null)
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track = new TrackVirtualManual(referenceClock);
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}
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protected override IBeatmap GetBeatmap() => beatmap;
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protected override Texture GetBackground() => null;
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protected override Track GetTrack() => track;
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/// <summary>
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/// A virtual track which tracks a reference clock.
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/// </summary>
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public class TrackVirtualManual : Track
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{
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private readonly IFrameBasedClock referenceClock;
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private readonly ManualClock clock = new ManualClock();
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private bool running;
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/// <summary>
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/// Local offset added to the reference clock to resolve correct time.
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/// </summary>
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private double offset;
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public TrackVirtualManual(IFrameBasedClock referenceClock)
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{
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this.referenceClock = referenceClock;
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Length = double.PositiveInfinity;
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}
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public override bool Seek(double seek)
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{
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offset = Math.Min(seek, Length);
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lastReferenceTime = null;
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return true;
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}
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public override void Start()
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{
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running = true;
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}
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public override void Reset()
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{
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Seek(0);
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base.Reset();
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}
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public override void Stop()
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{
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if (running)
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{
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running = false;
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// on stopping, the current value should be transferred out of the clock, as we can no longer rely on
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// the referenceClock (which will still be counting time).
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offset = clock.CurrentTime;
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lastReferenceTime = null;
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}
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}
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public override bool IsRunning => running;
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private double? lastReferenceTime;
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public override double CurrentTime => clock.CurrentTime;
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protected override void UpdateState()
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{
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base.UpdateState();
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if (running)
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{
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double refTime = referenceClock.CurrentTime;
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if (!lastReferenceTime.HasValue)
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{
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// if the clock just started running, the current value should be transferred to the offset
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// (to zero the progression of time).
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offset -= refTime;
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}
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lastReferenceTime = refTime;
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}
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clock.CurrentTime = Math.Min((lastReferenceTime ?? 0) + offset, Length);
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if (CurrentTime >= Length)
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{
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Stop();
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RaiseCompleted();
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}
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}
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}
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}
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}
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