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osu-lazer/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.cs
tsrk 4c397085c5
refactor: improve attachement flow
This removes the hard reliance on individual classes and makes its usage easiser to ingreate anywhere
else.
2023-06-06 00:12:53 +02:00

58 lines
1.7 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.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Play.HUD.ClicksPerSecond
{
public partial class ClicksPerSecondCalculator : Component, IAttachableSkinComponent
{
private readonly List<double> timestamps = new List<double>();
[Resolved]
private IGameplayClock gameplayClock { get; set; } = null!;
[Resolved]
private IFrameStableClock? frameStableClock { get; set; }
public int Value { get; private set; }
private IGameplayClock clock => frameStableClock ?? gameplayClock;
public ClicksPerSecondCalculator()
{
RelativeSizeAxes = Axes.Both;
}
public void AddInputTimestamp() => timestamps.Add(clock.CurrentTime);
protected override void Update()
{
base.Update();
double latestValidTime = clock.CurrentTime;
double earliestTimeValid = latestValidTime - 1000 * gameplayClock.GetTrueGameplayRate();
int count = 0;
for (int i = timestamps.Count - 1; i >= 0; i--)
{
// handle rewinding by removing future timestamps as we go
if (timestamps[i] > latestValidTime)
{
timestamps.RemoveAt(i);
continue;
}
if (timestamps[i] >= earliestTimeValid)
count++;
}
Value = count;
}
}
}