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2e98ab0a48
The implementation of this requires a bit of a special case for 0, so makes sense to implement in a central place.
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.Play
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{
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public interface IGameplayClock : IFrameBasedClock
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{
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
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/// </summary>
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/// <remarks>
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/// By default, a value of zero will be used.
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/// Importantly, the value will be inferred from the current beatmap in <see cref="MasterGameplayClockContainer"/> by default.
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/// </remarks>
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double StartTime { get; }
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/// <summary>
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/// All adjustments applied to this clock which come from mods.
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/// </summary>
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IAdjustableAudioComponent AdjustmentsFromMods { get; }
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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IBindable<bool> IsPaused { get; }
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/// <summary>
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/// Whether the clock is currently rewinding.
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/// </summary>
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bool IsRewinding { get; }
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}
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}
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