1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 01:43:21 +08:00
osu-lazer/osu.Game/Overlays/MusicController.cs

438 lines
15 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 17:19:50 +08:00
using System;
using System.Collections.Generic;
2018-04-13 17:19:50 +08:00
using System.Linq;
2020-08-07 19:51:56 +08:00
using JetBrains.Annotations;
2018-04-13 17:19:50 +08:00
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
2019-02-21 18:04:31 +08:00
using osu.Framework.Bindables;
2018-04-13 17:19:50 +08:00
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
2020-01-09 12:43:44 +08:00
using osu.Framework.Utils;
2018-04-13 17:19:50 +08:00
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
2018-04-13 17:19:50 +08:00
namespace osu.Game.Overlays
{
/// <summary>
/// Handles playback of the global music track.
/// </summary>
public class MusicController : CompositeDrawable
2018-04-13 17:19:50 +08:00
{
[Resolved]
private BeatmapManager beatmaps { get; set; }
2018-04-13 17:19:50 +08:00
public IBindableList<BeatmapSetInfo> BeatmapSets
{
get
{
if (LoadState < LoadState.Ready)
throw new InvalidOperationException($"{nameof(BeatmapSets)} should not be accessed before the music controller is loaded.");
return beatmapSets;
}
}
2019-09-18 12:14:33 +08:00
2019-10-24 12:10:17 +08:00
/// <summary>
/// Point in time after which the current track will be restarted on triggering a "previous track" action.
/// </summary>
2019-10-11 17:41:54 +08:00
private const double restart_cutoff_point = 5000;
2019-09-18 12:14:33 +08:00
private readonly BindableList<BeatmapSetInfo> beatmapSets = new BindableList<BeatmapSetInfo>();
2018-04-13 17:19:50 +08:00
2019-07-10 23:18:19 +08:00
public bool IsUserPaused { get; private set; }
/// <summary>
/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
/// Includes direction information for display purposes.
/// </summary>
public event Action<WorkingBeatmap, TrackChangeDirection> TrackChanged;
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; }
2020-08-07 19:51:56 +08:00
[NotNull]
2020-08-07 18:43:16 +08:00
public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
2020-05-19 15:44:22 +08:00
private IBindable<WeakReference<BeatmapSetInfo>> managerRemoved;
2018-04-13 17:19:50 +08:00
[BackgroundDependencyLoader]
private void load()
2018-04-13 17:19:50 +08:00
{
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
2020-05-19 15:44:22 +08:00
managerRemoved = beatmaps.ItemRemoved.GetBoundCopy();
managerRemoved.BindValueChanged(beatmapRemoved);
beatmapSets.AddRange(beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal, true).OrderBy(_ => RNG.Next()));
2020-08-07 22:05:59 +08:00
// Todo: These binds really shouldn't be here, but are unlikely to cause any issues for now.
// They are placed here for now since some tests rely on setting the beatmap _and_ their hierarchies inside their load(), which runs before the MusicController's load().
2018-06-07 15:46:54 +08:00
beatmap.BindValueChanged(beatmapChanged, true);
mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
2018-04-13 17:19:50 +08:00
}
/// <summary>
/// Forcefully reload the current <see cref="WorkingBeatmap"/>'s track from disk.
/// </summary>
public void ReloadCurrentTrack() => changeTrack();
/// <summary>
/// Change the position of a <see cref="BeatmapSetInfo"/> in the current playlist.
/// </summary>
/// <param name="beatmapSetInfo">The beatmap to move.</param>
/// <param name="index">The new position.</param>
public void ChangeBeatmapSetPosition(BeatmapSetInfo beatmapSetInfo, int index)
2018-04-13 17:19:50 +08:00
{
2019-09-18 12:14:33 +08:00
beatmapSets.Remove(beatmapSetInfo);
beatmapSets.Insert(index, beatmapSetInfo);
2018-04-13 17:19:50 +08:00
}
2019-08-13 13:38:49 +08:00
/// <summary>
/// Returns whether the beatmap track is playing.
2019-08-13 13:38:49 +08:00
/// </summary>
2020-08-07 19:51:56 +08:00
public bool IsPlaying => CurrentTrack.IsRunning;
/// <summary>
/// Returns whether the beatmap track is loaded.
/// </summary>
2020-08-11 11:37:00 +08:00
public bool TrackLoaded => CurrentTrack.TrackLoaded;
2019-08-13 13:38:49 +08:00
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
{
2020-05-19 15:44:22 +08:00
if (weakSet.NewValue.TryGetTarget(out var set))
{
Schedule(() =>
{
beatmapSets.Remove(set);
beatmapSets.Add(set);
2020-05-19 15:44:22 +08:00
});
}
}
2020-05-19 15:44:22 +08:00
private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
{
2020-05-19 15:44:22 +08:00
if (weakSet.NewValue.TryGetTarget(out var set))
{
Schedule(() =>
{
beatmapSets.RemoveAll(s => s.ID == set.ID);
});
}
}
2018-04-13 17:19:50 +08:00
private ScheduledDelegate seekDelegate;
2018-04-13 17:19:50 +08:00
public void SeekTo(double position)
{
seekDelegate?.Cancel();
seekDelegate = Schedule(() =>
2018-11-03 07:04:30 +08:00
{
if (!beatmap.Disabled)
2020-08-07 19:51:56 +08:00
CurrentTrack.Seek(position);
});
2018-04-13 17:19:50 +08:00
}
/// <summary>
/// Ensures music is playing, no matter what, unless the user has explicitly paused.
/// This means that if the current beatmap has a virtual track (see <see cref="TrackVirtual"/>) a new beatmap will be selected.
/// </summary>
public void EnsurePlayingSomething()
2018-04-13 17:19:50 +08:00
{
if (IsUserPaused) return;
2018-04-13 17:19:50 +08:00
2020-08-07 19:51:56 +08:00
if (CurrentTrack.IsDummyDevice)
2018-04-13 17:19:50 +08:00
{
2019-08-13 13:38:49 +08:00
if (beatmap.Disabled)
return;
2019-08-13 13:38:49 +08:00
NextTrack();
2018-04-13 17:19:50 +08:00
}
else if (!IsPlaying)
{
Play();
}
}
/// <summary>
/// Start playing the current track (if not already playing).
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool Play(bool restart = false)
{
IsUserPaused = false;
if (restart)
2020-08-05 20:10:38 +08:00
CurrentTrack.Restart();
else if (!IsPlaying)
2020-08-05 20:10:38 +08:00
CurrentTrack.Start();
return true;
}
/// <summary>
/// Stop playing the current track and pause at the current position.
/// </summary>
public void Stop()
{
IsUserPaused = true;
2020-08-07 19:51:56 +08:00
if (CurrentTrack.IsRunning)
2020-08-05 20:10:38 +08:00
CurrentTrack.Stop();
}
/// <summary>
/// Toggle pause / play.
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool TogglePause()
{
2020-08-07 19:51:56 +08:00
if (CurrentTrack.IsRunning)
Stop();
2018-04-13 17:19:50 +08:00
else
Play();
2019-08-13 13:38:49 +08:00
return true;
2018-04-13 17:19:50 +08:00
}
/// <summary>
/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
/// </summary>
2020-09-08 17:26:13 +08:00
/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
public void PreviousTrack(Action<PreviousTrackResult> onSuccess = null) => Schedule(() =>
{
PreviousTrackResult res = prev();
if (res != PreviousTrackResult.None)
onSuccess?.Invoke(res);
});
/// <summary>
/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
/// </summary>
/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
private PreviousTrackResult prev()
2018-04-13 17:19:50 +08:00
{
if (beatmap.Disabled)
return PreviousTrackResult.None;
2020-08-07 19:51:56 +08:00
var currentTrackPosition = CurrentTrack.CurrentTime;
2019-10-11 01:12:36 +08:00
2019-10-11 17:41:54 +08:00
if (currentTrackPosition >= restart_cutoff_point)
2019-10-11 01:12:36 +08:00
{
SeekTo(0);
2019-10-24 12:10:17 +08:00
return PreviousTrackResult.Restart;
2019-10-11 01:12:36 +08:00
}
queuedDirection = TrackChangeDirection.Prev;
var playable = BeatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? BeatmapSets.LastOrDefault();
2019-04-01 11:16:05 +08:00
if (playable != null)
2018-05-14 16:45:11 +08:00
{
changeBeatmap(beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value));
restartTrack();
2019-10-24 12:10:17 +08:00
return PreviousTrackResult.Previous;
2018-05-14 16:45:11 +08:00
}
2019-08-13 13:38:49 +08:00
2019-10-24 12:10:17 +08:00
return PreviousTrackResult.None;
2018-04-13 17:19:50 +08:00
}
/// <summary>
/// Play the next random or playlist track.
/// </summary>
2020-09-08 17:26:13 +08:00
/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
2020-09-08 17:26:13 +08:00
public void NextTrack(Action onSuccess = null) => Schedule(() =>
{
bool res = next();
if (res)
onSuccess?.Invoke();
});
private bool next()
2018-04-13 17:19:50 +08:00
{
if (beatmap.Disabled)
return false;
queuedDirection = TrackChangeDirection.Next;
var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
2019-04-01 11:16:05 +08:00
if (playable != null)
2018-05-14 16:45:11 +08:00
{
changeBeatmap(beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value));
restartTrack();
2019-08-13 13:38:49 +08:00
return true;
2018-05-14 16:45:11 +08:00
}
2019-08-13 13:38:49 +08:00
return false;
2018-04-13 17:19:50 +08:00
}
private void restartTrack()
{
// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
// we probably want to move this to a central method for switching to a new working beatmap in the future.
2020-08-07 19:51:56 +08:00
Schedule(() => CurrentTrack.Restart());
}
2018-04-13 17:19:50 +08:00
private WorkingBeatmap current;
private TrackChangeDirection? queuedDirection;
2018-04-13 17:19:50 +08:00
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap) => changeBeatmap(beatmap.NewValue);
private void changeBeatmap(WorkingBeatmap newWorking)
2018-04-13 17:19:50 +08:00
{
// This method can potentially be triggered multiple times as it is eagerly fired in next() / prev() to ensure correct execution order
// (changeBeatmap must be called before consumers receive the bindable changed event, which is not the case when the local beatmap bindable is updated directly).
if (newWorking == current)
return;
var lastWorking = current;
TrackChangeDirection direction = TrackChangeDirection.None;
2018-04-13 17:19:50 +08:00
bool audioEquals = newWorking?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
2020-08-18 12:01:35 +08:00
2018-04-13 17:19:50 +08:00
if (current != null)
{
if (audioEquals)
direction = TrackChangeDirection.None;
2018-04-13 17:19:50 +08:00
else if (queuedDirection.HasValue)
{
direction = queuedDirection.Value;
queuedDirection = null;
}
else
{
2020-05-05 09:31:11 +08:00
// figure out the best direction based on order in playlist.
var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
var next = newWorking == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != newWorking.BeatmapSetInfo?.ID).Count();
2018-04-13 17:19:50 +08:00
direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
2018-04-13 17:19:50 +08:00
}
}
current = newWorking;
2020-08-18 12:01:35 +08:00
if (!audioEquals || CurrentTrack.IsDummyDevice)
{
changeTrack();
2020-08-18 12:01:35 +08:00
}
else
{
// transfer still valid track to new working beatmap
current.TransferTrack(lastWorking.Track);
2020-08-18 12:01:35 +08:00
}
TrackChanged?.Invoke(current, direction);
ResetTrackAdjustments();
queuedDirection = null;
// this will be a noop if coming from the beatmapChanged event.
// the exception is local operations like next/prev, where we want to complete loading the track before sending out a change.
if (beatmap.Value != current && beatmap is Bindable<WorkingBeatmap> working)
working.Value = current;
}
private void changeTrack()
{
var lastTrack = CurrentTrack;
var queuedTrack = new DrawableTrack(current.LoadTrack());
queuedTrack.Completed += () => onTrackCompleted(current);
CurrentTrack = queuedTrack;
// At this point we may potentially be in an async context from tests. This is extremely dangerous but we have to make do for now.
// CurrentTrack is immediately updated above for situations where a immediate knowledge about the new track is required,
// but the mutation of the hierarchy is scheduled to avoid exceptions.
Schedule(() =>
{
lastTrack.VolumeTo(0, 500, Easing.Out).Expire();
if (queuedTrack == CurrentTrack)
{
AddInternal(queuedTrack);
queuedTrack.VolumeTo(0).Then().VolumeTo(1, 300, Easing.Out);
}
else
{
// If the track has changed since the call to changeTrack, it is safe to dispose the
// queued track rather than consume it.
queuedTrack.Dispose();
}
});
2018-04-13 17:19:50 +08:00
}
2020-08-05 20:21:08 +08:00
private void onTrackCompleted(WorkingBeatmap workingBeatmap)
{
// the source of track completion is the audio thread, so the beatmap may have changed before firing.
if (current != workingBeatmap)
return;
if (!CurrentTrack.Looping && !beatmap.Disabled)
NextTrack();
}
private bool allowRateAdjustments;
/// <summary>
/// Whether mod rate adjustments are allowed to be applied.
/// </summary>
public bool AllowRateAdjustments
{
get => allowRateAdjustments;
set
{
if (allowRateAdjustments == value)
return;
allowRateAdjustments = value;
ResetTrackAdjustments();
}
}
/// <summary>
/// Resets the speed adjustments currently applied on <see cref="CurrentTrack"/> and applies the mod adjustments if <see cref="AllowRateAdjustments"/> is <c>true</c>.
/// </summary>
/// <remarks>
/// Does not reset speed adjustments applied directly to the beatmap track.
/// </remarks>
public void ResetTrackAdjustments()
{
2020-08-05 20:10:38 +08:00
CurrentTrack.ResetSpeedAdjustments();
if (allowRateAdjustments)
{
foreach (var mod in mods.Value.OfType<IApplicableToTrack>())
2020-08-05 20:10:38 +08:00
mod.ApplyToTrack(CurrentTrack);
}
}
}
public enum TrackChangeDirection
{
None,
Next,
Prev
2018-04-13 17:19:50 +08:00
}
2019-10-11 17:41:54 +08:00
2019-10-24 12:10:17 +08:00
public enum PreviousTrackResult
2019-10-11 17:41:54 +08:00
{
None,
Restart,
Previous
}
2018-04-13 17:19:50 +08:00
}