Merge branch 'master' into right-click-circle-delete

This commit is contained in:
Bartłomiej Dach
2020-10-28 22:12:14 +01:00
11 changed files with 111 additions and 97 deletions

View File

@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.UI
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
public override IFrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
private bool frameStablePlayback = true;
@ -404,7 +404,7 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// The frame-stable clock which is being used for playfield display.
/// </summary>
public abstract GameplayClock FrameStableClock { get; }
public abstract IFrameStableClock FrameStableClock { get; }
/// <summary>~
/// The associated ruleset.

View File

@ -18,11 +18,8 @@ namespace osu.Game.Rulesets.UI
/// A container which consumes a parent gameplay clock and standardises frame counts for children.
/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
/// </summary>
[Cached(typeof(ISamplePlaybackDisabler))]
public class FrameStabilityContainer : Container, IHasReplayHandler, ISamplePlaybackDisabler
public class FrameStabilityContainer : Container, IHasReplayHandler
{
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
private readonly double gameplayStartTime;
/// <summary>
@ -35,16 +32,16 @@ namespace osu.Game.Rulesets.UI
/// </summary>
internal bool FrameStablePlayback = true;
public GameplayClock GameplayClock => stabilityGameplayClock;
public IFrameStableClock FrameStableClock => frameStableClock;
[Cached(typeof(GameplayClock))]
private readonly StabilityGameplayClock stabilityGameplayClock;
private readonly FrameStabilityClock frameStableClock;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
{
RelativeSizeAxes = Axes.Both;
stabilityGameplayClock = new StabilityGameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
frameStableClock = new FrameStabilityClock(framedClock = new FramedClock(manualClock = new ManualClock()));
this.gameplayStartTime = gameplayStartTime;
}
@ -65,12 +62,9 @@ namespace osu.Game.Rulesets.UI
{
if (clock != null)
{
parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock;
GameplayClock.IsPaused.BindTo(clock.IsPaused);
parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
frameStableClock.IsPaused.BindTo(clock.IsPaused);
}
// this is a bit temporary. should really be done inside of GameplayClock (but requires large structural changes).
stabilityGameplayClock.ParentSampleDisabler = sampleDisabler;
}
protected override void LoadComplete()
@ -102,9 +96,7 @@ namespace osu.Game.Rulesets.UI
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = !GameplayClock.IsPaused.Value;
samplePlaybackDisabled.Value = stabilityGameplayClock.ShouldDisableSamplePlayback;
validState = !frameStableClock.IsPaused.Value;
int loops = 0;
@ -205,7 +197,11 @@ namespace osu.Game.Rulesets.UI
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning;
requireMoreUpdateLoops |= manualClock.CurrentTime != parentGameplayClock.CurrentTime;
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
requireMoreUpdateLoops |= timeBehind != 0;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
@ -222,32 +218,26 @@ namespace osu.Game.Rulesets.UI
}
else
{
Clock = GameplayClock;
Clock = frameStableClock;
}
}
public ReplayInputHandler ReplayInputHandler { get; set; }
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
private class StabilityGameplayClock : GameplayClock
private class FrameStabilityClock : GameplayClock, IFrameStableClock
{
public GameplayClock ParentGameplayClock;
public ISamplePlaybackDisabler ParentSampleDisabler;
public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
public StabilityGameplayClock(FramedClock underlyingClock)
public FrameStabilityClock(FramedClock underlyingClock)
: base(underlyingClock)
{
}
public override bool ShouldDisableSamplePlayback =>
// handle the case where playback is catching up to real-time.
base.ShouldDisableSamplePlayback
|| ParentSampleDisabler?.SamplePlaybackDisabled.Value == true
|| (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
IBindable<bool> IFrameStableClock.IsCatchingUp => IsCatchingUp;
}
}
}

View File

@ -0,0 +1,13 @@
// 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 osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Rulesets.UI
{
public interface IFrameStableClock : IFrameBasedClock
{
IBindable<bool> IsCatchingUp { get; }
}
}