// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Timing; using osu.Framework.Utils; namespace osu.Game.Screens.Play { /// /// A clock which is used for gameplay elements that need to follow audio time 1:1. /// Exposed via DI by . /// /// The main purpose of this clock is to stop components using it from accidentally processing the main /// , as this should only be done once to ensure accuracy. /// /// public class GameplayClock : IFrameBasedClock { internal readonly IFrameBasedClock UnderlyingClock; public readonly BindableBool IsPaused = new BindableBool(); /// /// All adjustments applied to this clock which don't come from gameplay or mods. /// public virtual IEnumerable> NonGameplayAdjustments => Enumerable.Empty>(); public GameplayClock(IFrameBasedClock underlyingClock) { UnderlyingClock = underlyingClock; } public double CurrentTime => UnderlyingClock.CurrentTime; public double Rate => UnderlyingClock.Rate; /// /// The rate of gameplay when playback is at 100%. /// This excludes any seeking / user adjustments. /// 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; public void ProcessFrame() { // intentionally not updating the underlying clock (handled externally). } public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime; public double FramesPerSecond => UnderlyingClock.FramesPerSecond; public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo; public IClock Source => UnderlyingClock; } }