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osu-lazer/osu.Game/Screens/Play/GameplayClockContainer.cs

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// 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 System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
public abstract class GameplayClockContainer : Container, IAdjustableClock
{
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/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
public GameplayClock GameplayClock { get; private set; }
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
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protected readonly DecoupleableInterpolatingFramedClock AdjustableClock;
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protected GameplayClockContainer(IClock sourceClock)
{
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RelativeSizeAxes = Axes.Both;
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AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
AdjustableClock.ChangeSource(sourceClock);
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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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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock));
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GameplayClock.IsPaused.BindTo(IsPaused);
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return dependencies;
}
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public virtual void Start()
{
if (!AdjustableClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
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AdjustableClock.Start();
}
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IsPaused.Value = false;
}
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/// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public virtual void Seek(double time) => AdjustableClock.Seek(time);
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public virtual void Stop() => IsPaused.Value = true;
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public virtual void Restart()
{
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AdjustableClock.Seek(0);
AdjustableClock.Stop();
if (!IsPaused.Value)
Start();
}
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protected override void Update()
{
if (!IsPaused.Value)
ClockToProcess.ProcessFrame();
base.Update();
}
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protected abstract void OnIsPausedChanged(ValueChangedEvent<bool> isPaused);
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protected virtual IFrameBasedClock ClockToProcess => AdjustableClock;
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
#region IAdjustableClock
bool IAdjustableClock.Seek(double position)
{
Seek(position);
return true;
}
void IAdjustableClock.Reset()
{
Restart();
Stop();
}
public void ResetSpeedAdjustments()
{
}
double IAdjustableClock.Rate
{
get => GameplayClock.Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => GameplayClock.Rate;
public double CurrentTime => GameplayClock.CurrentTime;
public bool IsRunning => GameplayClock.IsRunning;
#endregion
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}
}