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osu-lazer/osu.Game/Screens/Play/IGameplayClock.cs
Dean Herbert 2e98ab0a48 Expose rewinding state of IGameplayClocks
The implementation of this requires a bit of a special case
for 0, so makes sense to implement in a central place.
2023-07-06 19:08:42 +09:00

37 lines
1.2 KiB
C#

// 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.Audio;
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
public interface IGameplayClock : IFrameBasedClock
{
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
/// </summary>
/// <remarks>
/// By default, a value of zero will be used.
/// Importantly, the value will be inferred from the current beatmap in <see cref="MasterGameplayClockContainer"/> by default.
/// </remarks>
double StartTime { get; }
/// <summary>
/// All adjustments applied to this clock which come from mods.
/// </summary>
IAdjustableAudioComponent AdjustmentsFromMods { get; }
/// <summary>
/// Whether gameplay is paused.
/// </summary>
IBindable<bool> IsPaused { get; }
/// <summary>
/// Whether the clock is currently rewinding.
/// </summary>
bool IsRewinding { get; }
}
}