Move ISampleDisabler implementation to Player and FrameStabilityContainer

This commit is contained in:
Dean Herbert
2020-10-14 19:39:48 +09:00
parent 205c6606a7
commit e3eaba7b2c
5 changed files with 23 additions and 15 deletions

View File

@ -17,7 +17,7 @@ namespace osu.Game.Screens.Play
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks>
/// </summary>
public class GameplayClock : IFrameBasedClock, ISamplePlaybackDisabler
public class GameplayClock : IFrameBasedClock
{
private readonly IFrameBasedClock underlyingClock;
@ -28,8 +28,6 @@ namespace osu.Game.Screens.Play
/// </summary>
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
public GameplayClock(IFrameBasedClock underlyingClock)
{
this.underlyingClock = underlyingClock;
@ -66,13 +64,11 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Whether nested samples supporting the <see cref="ISamplePlaybackDisabler"/> interface should be paused.
/// </summary>
protected virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
public virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
public void ProcessFrame()
{
// intentionally not updating the underlying clock (handled externally).
samplePlaybackDisabled.Value = ShouldDisableSamplePlayback;
}
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
@ -82,7 +78,5 @@ namespace osu.Game.Screens.Play
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
public IClock Source => underlyingClock;
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
}
}

View File

@ -54,7 +54,6 @@ namespace osu.Game.Screens.Play
public GameplayClock GameplayClock => localGameplayClock;
[Cached(typeof(GameplayClock))]
[Cached(typeof(ISamplePlaybackDisabler))]
private readonly LocalGameplayClock localGameplayClock;
private Bindable<double> userAudioOffset;

View File

@ -35,7 +35,8 @@ using osu.Game.Users;
namespace osu.Game.Screens.Play
{
[Cached]
public class Player : ScreenWithBeatmapBackground
[Cached(typeof(ISamplePlaybackDisabler))]
public class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler
{
/// <summary>
/// The delay upon completion of the beatmap before displaying the results screen.
@ -55,6 +56,8 @@ namespace osu.Game.Screens.Play
// We are managing our own adjustments (see OnEntering/OnExiting).
public override bool AllowRateAdjustments => false;
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
/// <summary>
/// Whether gameplay should pause when the game window focus is lost.
/// </summary>
@ -229,7 +232,11 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide();
}
DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.IsPaused.BindValueChanged(paused =>
{
updateGameplayState();
samplePlaybackDisabled.Value = paused.NewValue;
});
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -752,5 +759,7 @@ namespace osu.Game.Screens.Play
}
#endregion
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
}
}