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162 lines
5.3 KiB
C#
162 lines
5.3 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.Linq;
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using System.Threading.Tasks;
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using osu.Framework;
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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.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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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="Play.GameplayClock"/> for children.
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/// </summary>
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public class GameplayClockContainer : Container
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{
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private readonly WorkingBeatmap beatmap;
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/// <summary>
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/// The original source (usually a <see cref="WorkingBeatmap"/>'s track).
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/// </summary>
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private readonly IAdjustableClock sourceClock;
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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MinValue = 0.5,
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MaxValue = 2,
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Precision = 0.1,
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};
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/// <summary>
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/// The final clock which is exposed to underlying components.
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/// </summary>
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[Cached]
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public readonly GameplayClock GameplayClock;
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private Bindable<double> userAudioOffset;
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private readonly FramedOffsetClock offsetClock;
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public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double gameplayStartTime)
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{
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this.beatmap = beatmap;
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RelativeSizeAxes = Axes.Both;
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sourceClock = (IAdjustableClock)beatmap.Track ?? new StopwatchClock();
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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adjustableClock.Seek(allowLeadIn
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? Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
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: gameplayStartTime);
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adjustableClock.ProcessFrame();
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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offsetClock = new FramedOffsetClock(platformOffsetClock);
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// the clock to be exposed via DI to children.
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GameplayClock = new GameplayClock(offsetClock);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => offsetClock.Offset = offset.NewValue, true);
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UserPlaybackRate.ValueChanged += _ => updateRate();
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}
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public void Restart()
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{
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Task.Run(() =>
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{
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sourceClock.Reset();
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Schedule(() =>
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{
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adjustableClock.ChangeSource(sourceClock);
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updateRate();
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this.Delay(750).Schedule(() =>
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{
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if (!IsPaused.Value)
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{
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adjustableClock.Start();
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}
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});
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});
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});
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}
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public void Start()
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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 audio clock source potentially taking time to enter a completely stopped state
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adjustableClock.Seek(adjustableClock.CurrentTime);
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adjustableClock.Start();
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IsPaused.Value = false;
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}
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public void Seek(double time) => adjustableClock.Seek(time);
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public void Stop()
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{
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adjustableClock.Stop();
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IsPaused.Value = true;
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}
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public void ResetLocalAdjustments()
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{
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// In the case of replays, we may have changed the playback rate.
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UserPlaybackRate.Value = 1;
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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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offsetClock.ProcessFrame();
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base.Update();
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}
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private void updateRate()
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{
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if (sourceClock == null) return;
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sourceClock.ResetSpeedAdjustments();
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if (sourceClock is IHasTempoAdjust tempo)
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tempo.TempoAdjust = UserPlaybackRate.Value;
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else
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sourceClock.Rate = UserPlaybackRate.Value;
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foreach (var mod in beatmap.Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(sourceClock);
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}
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}
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}
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