mirror of https://github.com/ppy/osu
132 lines
5.6 KiB
C#
132 lines
5.6 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.Linq;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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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 : DecoupleableInterpolatingFramedClock
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{
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public readonly double TrackLength;
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public ControlPointInfo ControlPointInfo;
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private readonly BindableBeatDivisor beatDivisor;
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public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
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{
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this.beatDivisor = beatDivisor;
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ControlPointInfo = beatmap.Beatmap.ControlPointInfo;
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TrackLength = beatmap.Track.Length;
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}
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public EditorClock(ControlPointInfo controlPointInfo, double trackLength, BindableBeatDivisor beatDivisor)
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{
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this.beatDivisor = beatDivisor;
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ControlPointInfo = controlPointInfo;
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TrackLength = trackLength;
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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);
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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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if (amount <= 0) throw new ArgumentException("Value should be greater than zero", nameof(amount));
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var timingPoint = ControlPointInfo.TimingPointAt(CurrentTime);
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if (direction < 0 && timingPoint.Time == CurrentTime)
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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(CurrentTime - 1);
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double seekAmount = timingPoint.BeatLength / beatDivisor.Value * amount;
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double seekTime = CurrentTime + seekAmount * direction;
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if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
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{
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Seek(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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// 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(CurrentTime, seekTime))
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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 && timingPoint != ControlPointInfo.TimingPoints.First())
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seekTime = timingPoint.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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// Ensure the sought point is within the boundaries
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seekTime = Math.Clamp(seekTime, 0, TrackLength);
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Seek(seekTime);
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}
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}
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}
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