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osu-lazer/osu.Game/Screens/Play/GameplayClock.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.
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#nullable disable
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
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using osu.Framework.Timing;
using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
{
/// <summary>
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
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/// Exposed via DI by <see cref="GameplayClockContainer"/>.
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/// <remarks>
/// The main purpose of this clock is to stop components using it from accidentally processing the main
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks>
/// </summary>
public class GameplayClock : IGameplayClock
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{
internal readonly IFrameBasedClock UnderlyingClock;
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public readonly BindableBool IsPaused = new BindableBool();
IBindable<bool> IGameplayClock.IsPaused => IsPaused;
public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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public GameplayClock(IFrameBasedClock underlyingClock)
{
UnderlyingClock = underlyingClock;
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}
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public double? StartTime { get; internal set; }
public double CurrentTime => UnderlyingClock.CurrentTime;
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public double Rate => UnderlyingClock.Rate;
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public double TrueGameplayRate
{
get
{
double baseRate = Rate;
foreach (double adjustment in NonGameplayAdjustments)
{
if (Precision.AlmostEquals(adjustment, 0))
return 0;
baseRate /= adjustment;
}
return baseRate;
}
}
public bool IsRunning => UnderlyingClock.IsRunning;
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public void ProcessFrame()
{
// intentionally not updating the underlying clock (handled externally).
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}
public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
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public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
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public IClock Source => UnderlyingClock;
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}
}