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205 lines
7.7 KiB
C#
205 lines
7.7 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.Allocation;
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using osu.Framework.Audio;
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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.Logging;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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[Cached(typeof(IGameplayClock))]
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[Cached(typeof(GameplayClockContainer))]
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public partial class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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public IBindable<bool> IsPaused => isPaused;
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public bool IsRewinding => GameplayClock.IsRewinding;
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/// <summary>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// </summary>
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public event Action? OnSeek;
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
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/// Can be adjusted by calling <see cref="Reset"/> with a time value.
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/// </summary>
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/// <remarks>
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/// By default, a value of zero will be used.
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/// Importantly, the value will be inferred from the current beatmap in <see cref="MasterGameplayClockContainer"/> by default.
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/// </remarks>
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public double StartTime { get; protected set; }
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public IAdjustableAudioComponent AdjustmentsFromMods { get; } = new AudioAdjustments();
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// This is the final source exposed to gameplay components <see cref="IGameplayClock"/> via delegation in this class.
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/// </summary>
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protected readonly FramedBeatmapClock GameplayClock;
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protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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/// <param name="requireDecoupling">Whether decoupling logic should be applied on the source clock.</param>
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public GameplayClockContainer(IClock sourceClock, bool applyOffsets, bool requireDecoupling)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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GameplayClock = new FramedBeatmapClock(applyOffsets, requireDecoupling, sourceClock),
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Content
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};
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}
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/// <summary>
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/// Starts gameplay and marks un-paused state.
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/// </summary>
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public void Start()
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{
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if (!isPaused.Value)
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return;
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isPaused.Value = false;
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
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// this means that the first frame ever exposed to children may have a non-zero current time.
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//
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// If the child component is not aware of the parent ElapsedFrameTime (which is the case for FrameStabilityContainer)
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// they will take on the new CurrentTime with a zero elapsed time. This can in turn cause components to behave incorrectly
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// if they are intending to trigger events at the precise StartTime (ie. DrawableStoryboardSample).
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//
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// By scheduling the start call, children are guaranteed to receive one frame at the original start time, allowing
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// then to progress with a correct locally calculated elapsed time.
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SchedulerAfterChildren.Add(() =>
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{
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if (isPaused.Value)
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return;
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StartGameplayClock();
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});
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public virtual void Seek(double time)
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{
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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GameplayClock.Seek(time);
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OnSeek?.Invoke();
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}
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/// <summary>
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/// Stops gameplay and marks paused state.
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/// </summary>
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public void Stop()
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{
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if (isPaused.Value)
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return;
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isPaused.Value = true;
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StopGameplayClock();
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}
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protected virtual void StartGameplayClock()
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{
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Logger.Log($"{nameof(GameplayClockContainer)} started via call to {nameof(StartGameplayClock)}");
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GameplayClock.Start();
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}
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protected virtual void StopGameplayClock()
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{
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Logger.Log($"{nameof(GameplayClockContainer)} stopped via call to {nameof(StopGameplayClock)}");
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GameplayClock.Stop();
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}
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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/// </summary>
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/// <param name="time">The time to seek to on resetting. If <c>null</c>, the existing <see cref="StartTime"/> will be used.</param>
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/// <param name="startClock">Whether to start the clock immediately. If <c>false</c> and the clock was already paused, the clock will remain paused after this call.
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/// </param>
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public void Reset(double? time = null, bool startClock = false)
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{
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bool wasPaused = isPaused.Value;
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// The intention of the Reset method is to get things into a known sane state.
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// As such, we intentionally stop the underlying clock directly here, bypassing Stop/StopGameplayClock.
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// This is to avoid any kind of isPaused state checks and frequency ramping (as provided by MasterGameplayClockContainer).
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GameplayClock.Stop();
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if (time != null)
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StartTime = time.Value;
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Seek(StartTime);
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if (!wasPaused || startClock)
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Start();
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}
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/// <summary>
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/// Changes the source clock.
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(sourceClock);
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#region IAdjustableClock
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bool IAdjustableClock.Seek(double position)
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{
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Seek(position);
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return true;
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}
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void IAdjustableClock.Reset() => Reset();
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public virtual void ResetSpeedAdjustments()
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{
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}
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double IAdjustableClock.Rate
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{
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get => GameplayClock.Rate;
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set => throw new NotSupportedException();
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}
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public double Rate => GameplayClock.Rate;
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public double CurrentTime => GameplayClock.CurrentTime;
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public bool IsRunning => GameplayClock.IsRunning;
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#endregion
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public void ProcessFrame()
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{
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// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
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}
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public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
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public double FramesPerSecond => GameplayClock.FramesPerSecond;
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}
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}
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