// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; 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 { public abstract class GameplayClockContainer : Container, IAdjustableClock { /// /// The final clock which is exposed to underlying components. /// public GameplayClock GameplayClock { get; private set; } public readonly BindableBool IsPaused = new BindableBool(); /// /// The decoupled clock used for gameplay. Should be used for seeks and clock control. /// protected readonly DecoupleableInterpolatingFramedClock AdjustableClock; protected GameplayClockContainer(IClock sourceClock) { RelativeSizeAxes = Axes.Both; AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; AdjustableClock.ChangeSource(sourceClock); IsPaused.BindValueChanged(OnIsPausedChanged); } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock)); GameplayClock.IsPaused.BindTo(IsPaused); return dependencies; } public virtual void Start() { if (!AdjustableClock.IsRunning) { // 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); AdjustableClock.Start(); } IsPaused.Value = false; } /// /// Seek to a specific time in gameplay. /// /// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track). /// /// /// The destination time to seek to. public virtual void Seek(double time) => AdjustableClock.Seek(time); public virtual void Stop() => IsPaused.Value = true; public virtual void Restart() { AdjustableClock.Seek(0); AdjustableClock.Stop(); if (!IsPaused.Value) Start(); } protected override void Update() { if (!IsPaused.Value) ClockToProcess.ProcessFrame(); base.Update(); } protected abstract void OnIsPausedChanged(ValueChangedEvent isPaused); protected virtual IFrameBasedClock ClockToProcess => AdjustableClock; protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source); #region IAdjustableClock bool IAdjustableClock.Seek(double position) { Seek(position); return true; } void IAdjustableClock.Reset() { Restart(); Stop(); } public void ResetSpeedAdjustments() { } double IAdjustableClock.Rate { get => GameplayClock.Rate; set => throw new NotSupportedException(); } double IClock.Rate => GameplayClock.Rate; public double CurrentTime => GameplayClock.CurrentTime; public bool IsRunning => GameplayClock.IsRunning; #endregion } }