Fix SPM changing incorrectly with playback rate changes

This commit is contained in:
Dean Herbert
2020-09-21 19:39:54 +09:00
parent 0cecb2bba3
commit 3f788da06d
4 changed files with 75 additions and 6 deletions

View File

@ -1,6 +1,8 @@
// 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Timing;
@ -20,6 +22,11 @@ namespace osu.Game.Screens.Play
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary>
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
public GameplayClock(IFrameBasedClock underlyingClock)
{
this.underlyingClock = underlyingClock;
@ -29,6 +36,23 @@ namespace osu.Game.Screens.Play
public double Rate => underlyingClock.Rate;
/// <summary>
/// The rate of gameplay when playback is at 100%.
/// This excludes any seeking / user adjustments.
/// </summary>
public double TrueGameplayRate
{
get
{
double baseRate = Rate;
foreach (var adjustment in NonGameplayAdjustments)
baseRate /= adjustment.Value;
return baseRate;
}
}
public bool IsRunning => underlyingClock.IsRunning;
/// <summary>