mirror of https://github.com/ppy/osu
Add more comprehensive inline comment
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@ -71,15 +71,14 @@ public Column(int index, bool isSpecial)
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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SkinnableDrawable keyArea;
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skin.SourceChanged += onSourceChanged;
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onSourceChanged();
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Drawable background = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.ColumnBackground), _ => new DefaultColumnBackground())
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{
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RelativeSizeAxes = Axes.Both,
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// This is pretty dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
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Clock = host.UpdateThread.Clock,
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ProcessCustomClock = false,
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};
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InternalChildren = new[]
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@ -89,18 +88,18 @@ private void load(GameHost host)
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
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background.CreateProxy(),
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HitObjectArea,
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new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.KeyArea), _ => new DefaultKeyArea())
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keyArea = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.KeyArea), _ => new DefaultKeyArea())
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{
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RelativeSizeAxes = Axes.Both,
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// This is pretty dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
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Clock = host.UpdateThread.Clock,
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ProcessCustomClock = false,
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},
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background,
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TopLevelContainer,
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new ColumnTouchInputArea(this)
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};
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applyGameWideClock(background);
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applyGameWideClock(keyArea);
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TopLevelContainer.Add(HitObjectArea.Explosions.CreateProxy());
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RegisterPool<Note, DrawableNote>(10, 50);
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@ -108,6 +107,18 @@ private void load(GameHost host)
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RegisterPool<HeadNote, DrawableHoldNoteHead>(10, 50);
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RegisterPool<TailNote, DrawableHoldNoteTail>(10, 50);
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RegisterPool<HoldNoteTick, DrawableHoldNoteTick>(50, 250);
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// Some elements don't handle rewind correctly and fixing them is non-trivial.
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// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide
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// clock so they don't need to worry about rewind.
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// This only works because they handle OnPressed/OnReleased which results in a correct state while rewinding.
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//
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// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
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void applyGameWideClock(Drawable drawable)
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{
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drawable.Clock = host.UpdateThread.Clock;
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drawable.ProcessCustomClock = false;
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}
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}
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private void onSourceChanged()
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