mirror of
https://github.com/ppy/osu
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314 lines
12 KiB
C#
314 lines
12 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.Linq;
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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.Graphics.Containers;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// </summary>
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public class EditorClock : CompositeComponent, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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public IBindable<Track> Track => track;
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private readonly Bindable<Track> track = new Bindable<Track>();
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public double TrackLength => track.Value?.Length ?? 60000;
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public ControlPointInfo ControlPointInfo => Beatmap.ControlPointInfo;
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public IBeatmap Beatmap { get; set; }
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private readonly BindableBeatDivisor beatDivisor;
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private readonly FramedBeatmapClock underlyingClock;
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private bool playbackFinished;
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public IBindable<bool> SeekingOrStopped => seekingOrStopped;
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private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
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/// <summary>
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/// Whether a seek is currently in progress. True for the duration of a seek performed via <see cref="SeekSmoothlyTo"/>.
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/// </summary>
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public bool IsSeeking { get; private set; }
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public EditorClock(IBeatmap beatmap = null, BindableBeatDivisor beatDivisor = null)
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{
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Beatmap = beatmap ?? new Beatmap();
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this.beatDivisor = beatDivisor ?? new BindableBeatDivisor();
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underlyingClock = new FramedBeatmapClock(applyOffsets: true) { IsCoupled = false };
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AddInternal(underlyingClock);
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}
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/// <summary>
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/// Seek to the closest snappable beat from a time.
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/// </summary>
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/// <param name="position">The raw position which should be seeked around.</param>
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/// <returns>Whether the seek could be performed.</returns>
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public bool SeekSnapped(double position)
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{
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var timingPoint = ControlPointInfo.TimingPointAt(position);
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double beatSnapLength = timingPoint.BeatLength / beatDivisor.Value;
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// We will be snapping to beats within the timing point
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position -= timingPoint.Time;
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// Determine the index from the current timing point of the closest beat to position
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int closestBeat = (int)Math.Round(position / beatSnapLength);
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position = timingPoint.Time + closestBeat * beatSnapLength;
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// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
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// the next timing point's start time
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var nextTimingPoint = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (position > nextTimingPoint?.Time)
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position = nextTimingPoint.Time;
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return Seek(position);
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}
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/// <summary>
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/// Seeks backwards by one beat length.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat after seeking.</param>
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/// <param name="amount">The relative amount (magnitude) which should be seeked.</param>
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public void SeekBackward(bool snapped = false, double amount = 1) => seek(-1, snapped, amount + (IsRunning ? 1.5 : 0));
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/// <summary>
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/// Seeks forwards by one beat length.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat after seeking.</param>
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/// <param name="amount">The relative amount (magnitude) which should be seeked.</param>
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public void SeekForward(bool snapped = false, double amount = 1) => seek(1, snapped, amount);
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private void seek(int direction, bool snapped, double amount = 1)
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{
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double current = CurrentTimeAccurate;
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if (amount <= 0) throw new ArgumentException("Value should be greater than zero", nameof(amount));
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var timingPoint = ControlPointInfo.TimingPointAt(current);
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if (direction < 0 && timingPoint.Time == current)
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// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
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timingPoint = ControlPointInfo.TimingPointAt(current - 1);
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double seekAmount = timingPoint.BeatLength / beatDivisor.Value * amount;
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double seekTime = current + seekAmount * direction;
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if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
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{
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SeekSmoothlyTo(seekTime);
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return;
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}
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// We will be snapping to beats within timingPoint
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seekTime -= timingPoint.Time;
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// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(seekTime / seekAmount);
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else
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closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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// limit forward seeking to only up to the next timing point's start time.
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var nextTimingPoint = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime > nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
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// Instead, we'll go to the next beat in the direction when this is the case
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if (Precision.AlmostEquals(current, seekTime, 0.5f))
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{
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closestBeat += direction > 0 ? 1 : -1;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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}
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if (seekTime < timingPoint.Time && !ReferenceEquals(timingPoint, ControlPointInfo.TimingPoints.First()))
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seekTime = timingPoint.Time;
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SeekSmoothlyTo(seekTime);
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}
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/// <summary>
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/// The current time of this clock, include any active transform seeks performed via <see cref="SeekSmoothlyTo"/>.
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/// </summary>
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public double CurrentTimeAccurate =>
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Transforms.OfType<TransformSeek>().FirstOrDefault()?.EndValue ?? CurrentTime;
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public double CurrentTime => underlyingClock.CurrentTime;
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public double TotalAppliedOffset => underlyingClock.TotalAppliedOffset;
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public void Reset()
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{
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ClearTransforms();
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underlyingClock.Reset();
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}
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public void Start()
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{
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ClearTransforms();
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if (playbackFinished)
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underlyingClock.Seek(0);
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underlyingClock.Start();
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}
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public void Stop()
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{
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seekingOrStopped.Value = true;
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underlyingClock.Stop();
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}
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public bool Seek(double position)
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{
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seekingOrStopped.Value = IsSeeking = true;
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ClearTransforms();
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// Ensure the sought point is within the boundaries
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position = Math.Clamp(position, 0, TrackLength);
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return underlyingClock.Seek(position);
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}
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/// <summary>
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/// Seek smoothly to the provided destination.
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/// Use <see cref="Seek"/> to perform an immediate seek.
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/// </summary>
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/// <param name="seekDestination"></param>
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public void SeekSmoothlyTo(double seekDestination)
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{
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seekingOrStopped.Value = true;
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if (IsRunning)
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Seek(seekDestination);
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else
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{
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transformSeekTo(seekDestination, transform_time, Easing.OutQuint);
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}
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}
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public void ResetSpeedAdjustments() => underlyingClock.ResetSpeedAdjustments();
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double IAdjustableClock.Rate
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{
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get => underlyingClock.Rate;
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set => underlyingClock.Rate = value;
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}
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double IClock.Rate => underlyingClock.Rate;
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public bool IsRunning => underlyingClock.IsRunning;
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public void ProcessFrame()
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{
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// Noop to ensure an external consumer doesn't process the internal clock an extra time.
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}
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public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
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public double FramesPerSecond => underlyingClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
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public void ChangeSource(IClock source)
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{
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track.Value = source as Track;
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underlyingClock.ChangeSource(source);
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}
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public IClock Source => underlyingClock.Source;
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private const double transform_time = 300;
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protected override void Update()
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{
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base.Update();
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// EditorClock wasn't being added in many places. This gives us more certainty that it is.
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Debug.Assert(underlyingClock.LoadState > LoadState.NotLoaded);
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playbackFinished = CurrentTime >= TrackLength;
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if (playbackFinished)
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{
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if (IsRunning)
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underlyingClock.Stop();
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if (CurrentTime > TrackLength)
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underlyingClock.Seek(TrackLength);
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}
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updateSeekingState();
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}
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private void updateSeekingState()
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{
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if (seekingOrStopped.Value)
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{
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IsSeeking &= Transforms.Any();
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if (track.Value?.IsRunning != true)
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{
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// seeking in the editor can happen while the track isn't running.
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// in this case we always want to expose ourselves as seeking (to avoid sample playback).
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return;
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}
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// we are either running a seek tween or doing an immediate seek.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// this allows for silencing hit sounds and the likes.
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seekingOrStopped.Value = IsSeeking;
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}
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}
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private void transformSeekTo(double seek, double duration = 0, Easing easing = Easing.None)
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=> this.TransformTo(this.PopulateTransform(new TransformSeek(), Math.Clamp(seek, 0, TrackLength), duration, easing));
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private double currentTime
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{
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get => underlyingClock.CurrentTime;
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set => underlyingClock.Seek(value);
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}
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private class TransformSeek : Transform<double, EditorClock>
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{
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public override string TargetMember => nameof(currentTime);
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protected override void Apply(EditorClock clock, double time) => clock.currentTime = valueAt(time);
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private double valueAt(double time)
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{
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if (time < StartTime) return StartValue;
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if (time >= EndTime) return EndValue;
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return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
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}
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protected override void ReadIntoStartValue(EditorClock clock) => StartValue = clock.currentTime;
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}
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}
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}
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