1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 12:33:03 +08:00
osu-lazer/osu.Game/Screens/Play/GameplayClock.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

80 lines
2.5 KiB
C#
Raw Normal View History

2019-03-05 12:53:47 +08:00
// 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.
2022-06-17 15:37:17 +08:00
#nullable disable
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
2019-03-05 12:53:47 +08:00
using osu.Framework.Timing;
using osu.Framework.Utils;
2019-03-05 12:53:47 +08:00
namespace osu.Game.Screens.Play
{
/// <summary>
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
2019-04-25 16:36:17 +08:00
/// Exposed via DI by <see cref="GameplayClockContainer"/>.
2019-03-05 12:53:47 +08:00
/// <remarks>
/// The main purpose of this clock is to stop components using it from accidentally processing the main
2019-03-05 12:53:47 +08:00
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks>
/// </summary>
public class GameplayClock : IFrameBasedClock
2019-03-05 12:53:47 +08:00
{
internal readonly IFrameBasedClock UnderlyingClock;
2019-03-05 12:53:47 +08:00
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary>
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
2019-03-05 12:53:47 +08:00
public GameplayClock(IFrameBasedClock underlyingClock)
{
UnderlyingClock = underlyingClock;
2019-03-05 12:53:47 +08:00
}
public double CurrentTime => UnderlyingClock.CurrentTime;
2019-03-05 12:53:47 +08:00
public double Rate => UnderlyingClock.Rate;
2019-03-05 12:53:47 +08:00
/// <summary>
/// The rate of gameplay when playback is at 100%.
/// This excludes any seeking / user adjustments.
/// </summary>
public double TrueGameplayRate
{
get
{
double baseRate = Rate;
foreach (var adjustment in NonGameplayAdjustments)
{
if (Precision.AlmostEquals(adjustment.Value, 0))
return 0;
baseRate /= adjustment.Value;
}
return baseRate;
}
}
public bool IsRunning => UnderlyingClock.IsRunning;
2019-03-05 12:53:47 +08:00
public void ProcessFrame()
{
// intentionally not updating the underlying clock (handled externally).
2019-03-05 12:53:47 +08:00
}
public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
2019-03-05 12:53:47 +08:00
public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
2019-03-05 12:53:47 +08:00
public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
2019-09-17 21:33:27 +08:00
public IClock Source => UnderlyingClock;
2019-03-05 12:53:47 +08:00
}
}