mirror of https://github.com/ppy/osu
145 lines
5.0 KiB
C#
145 lines
5.0 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 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.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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protected readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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/// <summary>
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/// The time in milliseconds until the next beat.
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/// </summary>
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public double TimeUntilNextBeat { get; private set; }
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/// <summary>
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/// The time in milliseconds since the last beat
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/// </summary>
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public double TimeSinceLastBeat { get; private set; }
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/// <summary>
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/// How many beats per beatlength to trigger. Defaults to 1.
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/// </summary>
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public int Divisor { get; set; } = 1;
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/// <summary>
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/// An optional minimum beat length. Any beat length below this will be multiplied by two until valid.
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/// </summary>
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public double MinimumBeatLength { get; set; }
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/// <summary>
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/// Default length of a beat in milliseconds. Used whenever there is no beatmap or track playing.
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/// </summary>
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private const double default_beat_length = 60000.0 / 60.0;
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private TimingControlPoint defaultTiming;
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private EffectControlPoint defaultEffect;
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private TrackAmplitudes defaultAmplitudes;
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protected bool IsBeatSyncedWithTrack { get; private set; }
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protected override void Update()
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{
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Track track = null;
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IBeatmap beatmap = null;
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double currentTrackTime = 0;
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TimingControlPoint timingPoint = null;
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EffectControlPoint effectPoint = null;
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if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded)
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{
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track = Beatmap.Value.Track;
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beatmap = Beatmap.Value.Beatmap;
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}
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if (track != null && beatmap != null && track.IsRunning && track.Length > 0)
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{
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currentTrackTime = track.CurrentTime + EarlyActivationMilliseconds;
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timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
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effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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}
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IsBeatSyncedWithTrack = timingPoint?.BeatLength > 0;
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if (timingPoint == null || !IsBeatSyncedWithTrack)
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{
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currentTrackTime = Clock.CurrentTime;
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timingPoint = defaultTiming;
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effectPoint = defaultEffect;
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}
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double beatLength = timingPoint.BeatLength / Divisor;
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while (beatLength < MinimumBeatLength)
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beatLength *= 2;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / beatLength) - (effectPoint.OmitFirstBarLine ? 1 : 0);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % beatLength;
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if (TimeUntilNextBeat < 0)
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TimeUntilNextBeat += beatLength;
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TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
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if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
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return;
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using (BeginDelayedSequence(-TimeSinceLastBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? defaultAmplitudes);
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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}
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap)
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{
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Beatmap.BindTo(beatmap);
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defaultTiming = new TimingControlPoint
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{
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BeatLength = default_beat_length,
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};
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defaultEffect = new EffectControlPoint
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{
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KiaiMode = false,
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OmitFirstBarLine = false
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};
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defaultAmplitudes = new TrackAmplitudes
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{
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FrequencyAmplitudes = new float[256],
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LeftChannel = 0,
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RightChannel = 0
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};
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}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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}
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}
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}
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