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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 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
{
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/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
/// </summary>
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public abstract class GameplayClockContainer : Container
{
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
public GameplayClock GameplayClock { get; private set; }
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/// <summary>
/// Whether gameplay is paused.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
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protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
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/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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protected GameplayClockContainer(IClock sourceClock)
{
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RelativeSizeAxes = Axes.Both;
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AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
AdjustableSource.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(AdjustableSource));
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GameplayClock.IsPaused.BindTo(IsPaused);
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return dependencies;
}
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/// <summary>
/// Starts gameplay.
/// </summary>
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public virtual void Start()
{
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if (!AdjustableSource.IsRunning)
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{
// 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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AdjustableSource.Start();
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}
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IsPaused.Value = false;
}
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/// <summary>
/// Seek to a specific time in gameplay.
/// </summary>
/// <param name="time">The destination time to seek to.</param>
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public virtual void Seek(double time) => AdjustableSource.Seek(time);
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/// <summary>
/// Stops gameplay.
/// </summary>
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public virtual void Stop() => IsPaused.Value = true;
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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/// </summary>
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public virtual void Reset()
{
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AdjustableSource.Seek(0);
AdjustableSource.Stop();
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if (!IsPaused.Value)
Start();
}
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protected override void Update()
{
if (!IsPaused.Value)
GameplayClock.UnderlyingClock.ProcessFrame();
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base.Update();
}
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/// <summary>
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
/// </summary>
/// <param name="isPaused">Whether the clock should now be paused.</param>
protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
AdjustableSource.Stop();
else
AdjustableSource.Start();
}
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/// <summary>
/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
/// </summary>
/// <remarks>
/// Any intermediate clocks such as platform offsets should be applied here.
/// </remarks>
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns>
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protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
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}
}