mirror of
https://github.com/ppy/osu
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413 lines
13 KiB
C#
413 lines
13 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Utils;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays.OSD;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// Handles playback of the global music track.
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/// </summary>
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public class MusicController : Component, IKeyBindingHandler<GlobalAction>
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{
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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public IBindableList<BeatmapSetInfo> BeatmapSets
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{
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get
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{
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if (LoadState < LoadState.Ready)
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throw new InvalidOperationException($"{nameof(BeatmapSets)} should not be accessed before the music controller is loaded.");
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return beatmapSets;
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}
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}
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/// <summary>
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/// Point in time after which the current track will be restarted on triggering a "previous track" action.
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/// </summary>
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private const double restart_cutoff_point = 5000;
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private readonly BindableList<BeatmapSetInfo> beatmapSets = new BindableList<BeatmapSetInfo>();
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public bool IsUserPaused { get; private set; }
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/// <summary>
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/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
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/// Includes direction information for display purposes.
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/// </summary>
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public event Action<WorkingBeatmap, TrackChangeDirection> TrackChanged;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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[Resolved(canBeNull: true)]
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private OnScreenDisplay onScreenDisplay { get; set; }
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private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
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private IBindable<WeakReference<BeatmapSetInfo>> managerRemoved;
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[BackgroundDependencyLoader]
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private void load()
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{
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managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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managerUpdated.BindValueChanged(beatmapUpdated);
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managerRemoved = beatmaps.ItemRemoved.GetBoundCopy();
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managerRemoved.BindValueChanged(beatmapRemoved);
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beatmapSets.AddRange(beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal, true).OrderBy(_ => RNG.Next()));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmap.BindValueChanged(beatmapChanged, true);
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mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
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}
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/// <summary>
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/// Change the position of a <see cref="BeatmapSetInfo"/> in the current playlist.
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/// </summary>
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/// <param name="beatmapSetInfo">The beatmap to move.</param>
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/// <param name="index">The new position.</param>
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public void ChangeBeatmapSetPosition(BeatmapSetInfo beatmapSetInfo, int index)
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{
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beatmapSets.Remove(beatmapSetInfo);
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beatmapSets.Insert(index, beatmapSetInfo);
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}
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/// <summary>
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/// Returns whether the current beatmap track is playing.
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/// </summary>
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public bool IsPlaying => current?.Track.IsRunning ?? false;
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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{
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if (weakSet.NewValue.TryGetTarget(out var set))
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{
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Schedule(() =>
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{
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beatmapSets.Remove(set);
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beatmapSets.Add(set);
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});
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}
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}
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private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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{
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if (weakSet.NewValue.TryGetTarget(out var set))
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{
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Schedule(() =>
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{
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beatmapSets.RemoveAll(s => s.ID == set.ID);
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});
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}
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}
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private ScheduledDelegate seekDelegate;
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public void SeekTo(double position)
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{
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seekDelegate?.Cancel();
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seekDelegate = Schedule(() =>
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{
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if (!beatmap.Disabled)
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current?.Track.Seek(position);
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});
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}
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/// <summary>
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/// Ensures music is playing, no matter what, unless the user has explicitly paused.
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/// This means that if the current beatmap has a virtual track (see <see cref="TrackVirtual"/>) a new beatmap will be selected.
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/// </summary>
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public void EnsurePlayingSomething()
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{
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if (IsUserPaused) return;
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var track = current?.Track;
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if (track == null || track is TrackVirtual)
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{
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if (beatmap.Disabled)
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return;
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NextTrack();
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}
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else if (!IsPlaying)
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{
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Play();
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}
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}
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/// <summary>
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/// Start playing the current track (if not already playing).
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/// </summary>
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/// <returns>Whether the operation was successful.</returns>
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public bool Play(bool restart = false)
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{
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var track = current?.Track;
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IsUserPaused = false;
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if (track == null)
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return false;
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if (restart)
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track.Restart();
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else if (!IsPlaying)
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track.Start();
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return true;
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}
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/// <summary>
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/// Stop playing the current track and pause at the current position.
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/// </summary>
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public void Stop()
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{
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var track = current?.Track;
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IsUserPaused = true;
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if (track?.IsRunning == true)
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track.Stop();
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}
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/// <summary>
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/// Toggle pause / play.
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/// </summary>
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/// <returns>Whether the operation was successful.</returns>
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public bool TogglePause()
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{
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var track = current?.Track;
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if (track?.IsRunning == true)
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Stop();
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else
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Play();
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return true;
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}
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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public void PreviousTrack() => Schedule(() => prev());
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
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private PreviousTrackResult prev()
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{
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if (beatmap.Disabled)
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return PreviousTrackResult.None;
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var currentTrackPosition = current?.Track.CurrentTime;
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if (currentTrackPosition >= restart_cutoff_point)
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{
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SeekTo(0);
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return PreviousTrackResult.Restart;
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}
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queuedDirection = TrackChangeDirection.Prev;
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var playable = BeatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? BeatmapSets.LastOrDefault();
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if (playable != null)
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{
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if (beatmap is Bindable<WorkingBeatmap> working)
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working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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restartTrack();
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return PreviousTrackResult.Previous;
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}
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return PreviousTrackResult.None;
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}
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/// <summary>
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/// Play the next random or playlist track.
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/// </summary>
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public void NextTrack() => Schedule(() => next());
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private bool next()
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{
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if (beatmap.Disabled)
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return false;
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queuedDirection = TrackChangeDirection.Next;
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var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
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if (playable != null)
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{
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if (beatmap is Bindable<WorkingBeatmap> working)
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working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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restartTrack();
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return true;
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}
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return false;
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}
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private void restartTrack()
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{
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// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
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// we probably want to move this to a central method for switching to a new working beatmap in the future.
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Schedule(() => beatmap.Value.Track.Restart());
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}
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private WorkingBeatmap current;
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private TrackChangeDirection? queuedDirection;
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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TrackChangeDirection direction = TrackChangeDirection.None;
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if (current != null)
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{
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bool audioEquals = beatmap.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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if (audioEquals)
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direction = TrackChangeDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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// figure out the best direction based on order in playlist.
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var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var next = beatmap.NewValue == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
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direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
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}
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}
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current = beatmap.NewValue;
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TrackChanged?.Invoke(current, direction);
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ResetTrackAdjustments();
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queuedDirection = null;
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}
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private bool allowRateAdjustments;
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/// <summary>
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/// Whether mod rate adjustments are allowed to be applied.
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/// </summary>
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public bool AllowRateAdjustments
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{
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get => allowRateAdjustments;
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set
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{
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if (allowRateAdjustments == value)
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return;
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allowRateAdjustments = value;
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ResetTrackAdjustments();
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}
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}
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public void ResetTrackAdjustments()
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{
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var track = current?.Track;
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if (track == null)
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return;
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track.ResetSpeedAdjustments();
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if (allowRateAdjustments)
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{
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foreach (var mod in mods.Value.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(track);
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}
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}
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public bool OnPressed(GlobalAction action)
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{
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if (beatmap.Disabled)
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return false;
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switch (action)
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{
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case GlobalAction.MusicPlay:
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if (TogglePause())
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onScreenDisplay?.Display(new MusicControllerToast(IsPlaying ? "Play track" : "Pause track"));
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return true;
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case GlobalAction.MusicNext:
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if (next())
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onScreenDisplay?.Display(new MusicControllerToast("Next track"));
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return true;
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case GlobalAction.MusicPrev:
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switch (prev())
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{
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case PreviousTrackResult.Restart:
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onScreenDisplay?.Display(new MusicControllerToast("Restart track"));
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break;
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case PreviousTrackResult.Previous:
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onScreenDisplay?.Display(new MusicControllerToast("Previous track"));
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break;
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}
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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public class MusicControllerToast : Toast
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{
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public MusicControllerToast(string action)
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: base("Music Playback", action, string.Empty)
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{
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}
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}
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}
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public enum TrackChangeDirection
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{
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None,
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Next,
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Prev
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}
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public enum PreviousTrackResult
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{
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None,
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Restart,
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Previous
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}
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}
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