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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.
using osu.Framework.Bindables;
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using osu.Framework.Timing;
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>
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public class GameplayClock : IFrameBasedClock, ISamplePlaybackDisabler
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{
private readonly IFrameBasedClock underlyingClock;
public readonly BindableBool IsPaused = new BindableBool();
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public GameplayClock(IFrameBasedClock underlyingClock)
{
this.underlyingClock = underlyingClock;
}
public double CurrentTime => underlyingClock.CurrentTime;
public double Rate => underlyingClock.Rate;
public bool IsRunning => underlyingClock.IsRunning;
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/// <summary>
/// Whether an ongoing seek operation is active.
/// </summary>
public virtual bool IsSeeking => false;
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public void ProcessFrame()
{
// we do not want to process the underlying clock.
}
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
public double FramesPerSecond => underlyingClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
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public IClock Source => underlyingClock;
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public IBindable<bool> SamplePlaybackDisabled => IsPaused;
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}
}