// 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; 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, ISamplePlaybackDisabler { private 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) { this.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) baseRate /= adjustment.Value; return baseRate; } } public bool IsRunning => underlyingClock.IsRunning; /// /// Whether an ongoing seek operation is active. /// public virtual bool IsSeeking => false; 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; public IClock Source => underlyingClock; public IBindable SamplePlaybackDisabled => IsPaused; } }