osu/osu.Game/Graphics/Containers/BeatSyncedContainer.cs

175 lines
6.7 KiB
C#
Raw Normal View History

// 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.
2018-04-13 09:19:50 +00:00
using System;
using System.Diagnostics;
2018-04-13 09:19:50 +00:00
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
2019-02-21 10:04:31 +00:00
using osu.Framework.Bindables;
2018-04-13 09:19:50 +00:00
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
2018-04-13 09:19:50 +00:00
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Play;
2018-04-13 09:19:50 +00:00
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container which fires a callback when a new beat is reached.
/// Consumes a parent <see cref="GameplayClock"/> or <see cref="Beatmap"/> (whichever is first available).
/// </summary>
/// <remarks>
/// This container does not set its own clock to the source used for beat matching.
/// This means that if the beat source clock is playing faster or slower, animations may unexpectedly overlap.
/// Make sure this container's Clock is also set to the expected source (or within a parent element which provides this).
///
/// This container will also trigger beat events when the beat matching clock is paused at <see cref="TimingControlPoint.DEFAULT"/>'s BPM.
/// </remarks>
2018-04-13 09:19:50 +00:00
public class BeatSyncedContainer : Container
{
private int lastBeat;
private TimingControlPoint lastTimingPoint;
/// <summary>
2020-06-23 04:49:18 +00:00
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, ChannelAmplitudes)"/>.
2018-04-13 09:19:50 +00:00
/// This allows for adding easing to animations that may be synchronised to the beat.
/// </summary>
protected double EarlyActivationMilliseconds;
/// <summary>
/// While this container automatically applied an animation delay (meaning any animations inside a <see cref="OnNewBeat"/> implementation will
/// always be correctly timed), the event itself can potentially fire away from the related beat.
///
/// By setting this to false, cases where the event is to be fired more than <see cref="MISTIMED_ALLOWANCE"/> from the related beat will be skipped.
/// </summary>
protected bool AllowMistimedEventFiring = true;
/// <summary>
/// The maximum deviance from the actual beat that an <see cref="OnNewBeat"/> can fire when <see cref="AllowMistimedEventFiring"/> is set to false.
/// </summary>
public const double MISTIMED_ALLOWANCE = 16;
2018-04-13 09:19:50 +00:00
/// <summary>
/// The time in milliseconds until the next beat.
/// </summary>
public double TimeUntilNextBeat { get; private set; }
/// <summary>
/// The time in milliseconds since the last beat
/// </summary>
public double TimeSinceLastBeat { get; private set; }
2019-12-16 10:16:54 +00:00
/// <summary>
2019-12-18 08:58:29 +00:00
/// How many beats per beatlength to trigger. Defaults to 1.
2019-12-16 10:16:54 +00:00
/// </summary>
public int Divisor { get; set; } = 1;
/// <summary>
/// An optional minimum beat length. Any beat length below this will be multiplied by two until valid.
/// </summary>
public double MinimumBeatLength { get; set; }
/// <summary>
/// Whether this container is currently tracking a beatmap's timing data.
/// </summary>
2019-12-16 09:51:22 +00:00
protected bool IsBeatSyncedWithTrack { get; private set; }
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
}
[Resolved]
protected IBindable<WorkingBeatmap> Beatmap { get; private set; }
[Resolved(canBeNull: true)]
protected GameplayClock GameplayClock { get; private set; }
protected IClock BeatSyncClock
{
get
{
if (GameplayClock != null)
return GameplayClock;
if (Beatmap.Value.TrackLoaded)
return Beatmap.Value.Track;
return null;
}
}
protected override void Update()
{
2020-08-05 12:10:38 +00:00
ITrack track = null;
IBeatmap beatmap = null;
TimingControlPoint timingPoint;
EffectControlPoint effectPoint;
IClock clock = BeatSyncClock;
if (clock == null)
return;
double currentTrackTime = clock.CurrentTime;
if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded)
2020-08-05 12:10:38 +00:00
{
track = Beatmap.Value.Track;
beatmap = Beatmap.Value.Beatmap;
2020-08-05 12:10:38 +00:00
}
IsBeatSyncedWithTrack = beatmap != null && clock.IsRunning && track?.Length > 0;
if (IsBeatSyncedWithTrack)
{
Debug.Assert(beatmap != null);
timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
}
else
{
// this may be the case where the beat syncing clock has been paused.
// we still want to show an idle animation, so use this container's time instead.
currentTrackTime = Clock.CurrentTime;
timingPoint = TimingControlPoint.DEFAULT;
effectPoint = EffectControlPoint.DEFAULT;
}
2018-04-13 09:19:50 +00:00
currentTrackTime += EarlyActivationMilliseconds;
2019-12-16 10:16:54 +00:00
double beatLength = timingPoint.BeatLength / Divisor;
while (beatLength < MinimumBeatLength)
beatLength *= 2;
int beatIndex = (int)((currentTrackTime - timingPoint.Time) / beatLength) - (effectPoint.OmitFirstBarLine ? 1 : 0);
2018-04-13 09:19:50 +00:00
// The beats before the start of the first control point are off by 1, this should do the trick
if (currentTrackTime < timingPoint.Time)
beatIndex--;
2019-12-16 10:16:54 +00:00
TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % beatLength;
if (TimeUntilNextBeat <= 0)
2019-12-16 10:16:54 +00:00
TimeUntilNextBeat += beatLength;
2018-04-13 09:19:50 +00:00
2019-12-16 10:16:54 +00:00
TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
2018-04-13 09:19:50 +00:00
2020-04-17 08:04:09 +00:00
if (timingPoint == lastTimingPoint && beatIndex == lastBeat)
2018-04-13 09:19:50 +00:00
return;
// as this event is sometimes used for sound triggers where `BeginDelayedSequence` has no effect, avoid firing it if too far away from the beat.
// this can happen after a seek operation.
if (AllowMistimedEventFiring || Math.Abs(TimeSinceLastBeat) < MISTIMED_ALLOWANCE)
{
using (BeginDelayedSequence(-TimeSinceLastBeat))
OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? ChannelAmplitudes.Empty);
}
2018-04-13 09:19:50 +00:00
lastBeat = beatIndex;
lastTimingPoint = timingPoint;
}
}
}