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249 lines
8.6 KiB
C#
249 lines
8.6 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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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.Framework.Utils;
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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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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public IBindable<bool> IsPaused => isPaused;
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/// <summary>
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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public IClock SourceClock { get; private set; }
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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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/// </summary>
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/// <remarks>
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/// If not set, a value of zero will be used.
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/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
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/// </remarks>
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public double? StartTime { get; set; }
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
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protected IFrameBasedClock FramedClock { get; private set; }
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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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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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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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public GameplayClockContainer(IClock sourceClock)
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{
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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// this will be replaced during load, but non-null for tests which don't add this component to the hierarchy.
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FramedClock = new FramedClock();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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FramedClock = CreateGameplayClock(decoupledClock);
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dependencies.CacheAs<IGameplayClock>(this);
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return dependencies;
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}
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/// <summary>
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/// Starts gameplay.
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/// </summary>
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public virtual void Start()
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{
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ensureSourceClockSet();
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if (!decoupledClock.IsRunning)
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(FramedClock.CurrentTime);
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decoupledClock.Start();
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}
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isPaused.Value = false;
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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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decoupledClock.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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FramedClock.ProcessFrame();
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OnSeek?.Invoke();
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}
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/// <summary>
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/// Stops gameplay.
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/// </summary>
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public void Stop() => isPaused.Value = true;
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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="startClock">Whether to start the clock immediately, if not already started.</param>
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public void Reset(bool startClock = false)
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{
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// Manually stop the source in order to not affect the IsPaused state.
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decoupledClock.Stop();
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if (!IsPaused.Value || startClock)
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Start();
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ensureSourceClockSet();
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Seek(StartTime ?? 0);
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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) => decoupledClock.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="decoupledClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// but it is not yet set on the adjustable source there.
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/// </summary>
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private void ensureSourceClockSet()
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{
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if (decoupledClock.Source == null)
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ChangeSource(SourceClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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FramedClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="decoupledClock"/> clock.
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (isPaused.NewValue)
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decoupledClock.Stop();
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else
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decoupledClock.Start();
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}
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/// <summary>
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/// Creates the final <see cref="FramedClock"/> which is exposed via DI to be used by gameplay components.
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/// </summary>
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/// <remarks>
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/// Any intermediate clocks such as platform offsets should be applied here.
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="FramedClock"/>.</returns>
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protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
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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 void ResetSpeedAdjustments() => throw new NotImplementedException();
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double IAdjustableClock.Rate
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{
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get => FramedClock.Rate;
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set => throw new NotSupportedException();
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}
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public double Rate => FramedClock.Rate;
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public double CurrentTime => FramedClock.CurrentTime;
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public bool IsRunning => FramedClock.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 => FramedClock.ElapsedFrameTime;
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public double FramesPerSecond => FramedClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => FramedClock.TimeInfo;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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}
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}
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