mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 21:47:25 +08:00
192 lines
6.7 KiB
C#
192 lines
6.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using osu.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.Mods;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
/// <summary>
|
|
/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
|
|
/// </summary>
|
|
public class GameplayClockContainer : Container
|
|
{
|
|
private readonly WorkingBeatmap beatmap;
|
|
private readonly IReadOnlyList<Mod> mods;
|
|
|
|
/// <summary>
|
|
/// The original source (usually a <see cref="WorkingBeatmap"/>'s track).
|
|
/// </summary>
|
|
private readonly IAdjustableClock sourceClock;
|
|
|
|
public readonly BindableBool IsPaused = new BindableBool();
|
|
|
|
/// <summary>
|
|
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
|
|
/// </summary>
|
|
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
|
|
|
|
private readonly double gameplayStartTime;
|
|
|
|
public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
|
|
{
|
|
Default = 1,
|
|
MinValue = 0.5,
|
|
MaxValue = 2,
|
|
Precision = 0.1,
|
|
};
|
|
|
|
/// <summary>
|
|
/// The final clock which is exposed to underlying components.
|
|
/// </summary>
|
|
[Cached]
|
|
public readonly GameplayClock GameplayClock;
|
|
|
|
private Bindable<double> userAudioOffset;
|
|
|
|
private readonly FramedOffsetClock userOffsetClock;
|
|
|
|
private readonly FramedOffsetClock platformOffsetClock;
|
|
|
|
public GameplayClockContainer(WorkingBeatmap beatmap, IReadOnlyList<Mod> mods, double gameplayStartTime)
|
|
{
|
|
this.beatmap = beatmap;
|
|
this.mods = mods;
|
|
this.gameplayStartTime = gameplayStartTime;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
sourceClock = (IAdjustableClock)beatmap.Track ?? new StopwatchClock();
|
|
(sourceClock as IAdjustableAudioComponent)?.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
|
|
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
|
|
|
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
|
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
|
platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
|
|
|
|
// the final usable gameplay clock with user-set offsets applied.
|
|
userOffsetClock = new FramedOffsetClock(platformOffsetClock);
|
|
|
|
// the clock to be exposed via DI to children.
|
|
GameplayClock = new GameplayClock(userOffsetClock);
|
|
|
|
GameplayClock.IsPaused.BindTo(IsPaused);
|
|
}
|
|
|
|
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
|
|
|
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
|
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
|
|
|
UserPlaybackRate.ValueChanged += _ => updateRate();
|
|
|
|
Seek(Math.Min(-beatmap.BeatmapInfo.AudioLeadIn, gameplayStartTime));
|
|
}
|
|
|
|
public void Restart()
|
|
{
|
|
Task.Run(() =>
|
|
{
|
|
sourceClock.Reset();
|
|
|
|
Schedule(() =>
|
|
{
|
|
adjustableClock.ChangeSource(sourceClock);
|
|
updateRate();
|
|
|
|
if (!IsPaused.Value)
|
|
Start();
|
|
});
|
|
});
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
|
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
|
Seek(GameplayClock.CurrentTime);
|
|
adjustableClock.Start();
|
|
IsPaused.Value = false;
|
|
|
|
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Seek to a specific time in gameplay.
|
|
/// <remarks>
|
|
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
|
|
/// </remarks>
|
|
/// </summary>
|
|
/// <param name="time">The destination time to seek to.</param>
|
|
public void Seek(double time)
|
|
{
|
|
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
|
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
|
adjustableClock.Seek(time - totalOffset);
|
|
|
|
// manually process frame to ensure GameplayClock is correctly updated after a seek.
|
|
userOffsetClock.ProcessFrame();
|
|
}
|
|
|
|
public void Stop()
|
|
{
|
|
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
|
|
|
|
IsPaused.Value = true;
|
|
}
|
|
|
|
public void ResetLocalAdjustments()
|
|
{
|
|
// In the case of replays, we may have changed the playback rate.
|
|
UserPlaybackRate.Value = 1;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
if (!IsPaused.Value)
|
|
userOffsetClock.ProcessFrame();
|
|
|
|
base.Update();
|
|
}
|
|
|
|
private void updateRate()
|
|
{
|
|
if (sourceClock == null) return;
|
|
|
|
sourceClock.ResetSpeedAdjustments();
|
|
|
|
if (sourceClock is IHasTempoAdjust tempo)
|
|
tempo.TempoAdjust = UserPlaybackRate.Value;
|
|
else
|
|
sourceClock.Rate = UserPlaybackRate.Value;
|
|
|
|
foreach (var mod in mods.OfType<IApplicableToClock>())
|
|
mod.ApplyToClock(sourceClock);
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
(sourceClock as IAdjustableAudioComponent)?.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
}
|
|
}
|
|
}
|