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199 lines
6.7 KiB
C#
199 lines
6.7 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.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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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="GameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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[Cached]
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public abstract class GameplayClockContainer : Container, IAdjustableClock
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{
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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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public GameplayClock GameplayClock { get; private set; }
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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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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protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
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/// <summary>
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/// The source clock.
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/// </summary>
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protected 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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/// 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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protected GameplayClockContainer(IClock sourceClock)
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{
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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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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dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
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GameplayClock.IsPaused.BindTo(IsPaused);
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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 (!AdjustableSource.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(GameplayClock.CurrentTime);
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AdjustableSource.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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AdjustableSource.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.UnderlyingClock.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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public virtual void Reset()
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{
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ensureSourceClockSet();
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Seek(0);
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// Manually stop the source in order to not affect the IsPaused state.
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AdjustableSource.Stop();
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if (!IsPaused.Value)
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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) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="AdjustableSource"/> 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 (AdjustableSource.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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GameplayClock.UnderlyingClock.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="AdjustableSource"/> 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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AdjustableSource.Stop();
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else
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AdjustableSource.Start();
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}
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/// <summary>
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/// Creates the final <see cref="GameplayClock"/> 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="GameplayClock"/>.</returns>
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protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock 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()
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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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double IClock.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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}
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}
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