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Merge pull request #2225 from smoogipoo/editor-wheel-movement
Implement mousewheel time scrolling in the editor
This commit is contained in:
commit
cbe2de33c5
452
osu.Game.Tests/Visual/TestCaseEditorSeekSnapping.cs
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452
osu.Game.Tests/Visual/TestCaseEditorSeekSnapping.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Extensions.Color4Extensions;
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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.Shapes;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Beatmaps;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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public class TestCaseEditorSeekSnapping : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(HitObjectComposer) };
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private Track track;
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private HitObjectComposer composer;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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var testBeatmap = new Beatmap
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{
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ControlPointInfo = new ControlPointInfo
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{
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TimingPoints =
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{
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new TimingControlPoint { Time = 0, BeatLength = 200},
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new TimingControlPoint { Time = 100, BeatLength = 400 },
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new TimingControlPoint { Time = 175, BeatLength = 800 },
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new TimingControlPoint { Time = 350, BeatLength = 200 },
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new TimingControlPoint { Time = 450, BeatLength = 100 },
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new TimingControlPoint { Time = 500, BeatLength = 307.69230769230802 }
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}
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},
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HitObjects =
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{
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new HitCircle { StartTime = 0 },
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new HitCircle { StartTime = 5000 }
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}
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};
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osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
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track = osuGame.Beatmap.Value.Track;
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
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new Drawable[] { new TimingPointVisualiser(testBeatmap, track) },
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.Distributed),
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new Dimension(GridSizeMode.AutoSize),
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}
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};
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testSeekNoSnapping();
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testSeekSnappingOnBeat();
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testSeekSnappingInBetweenBeat();
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testSeekForwardNoSnapping();
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testSeekForwardSnappingOnBeat();
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testSeekForwardSnappingFromInBetweenBeat();
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testSeekBackwardSnappingOnBeat();
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testSeekBackwardSnappingFromInBetweenBeat();
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testSeekingWithFloatingPointBeatLength();
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}
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/// <summary>
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/// Tests whether time is correctly seeked without snapping.
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/// </summary>
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private void testSeekNoSnapping()
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{
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reset();
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// Forwards
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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AddStep("Seek(33)", () => composer.SeekTo(33));
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AddAssert("Time = 33", () => track.CurrentTime == 33);
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AddStep("Seek(89)", () => composer.SeekTo(89));
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AddAssert("Time = 89", () => track.CurrentTime == 89);
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// Backwards
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AddStep("Seek(25)", () => composer.SeekTo(25));
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AddAssert("Time = 25", () => track.CurrentTime == 25);
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AddStep("Seek(0)", () => composer.SeekTo(0));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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/// <summary>
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/// Tests whether seeking to exact beat times puts us on the beat time.
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/// These are the white/yellow ticks on the graph.
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/// </summary>
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private void testSeekSnappingOnBeat()
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{
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reset();
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AddStep("Seek(0), Snap", () => composer.SeekTo(0, true));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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AddStep("Seek(50), Snap", () => composer.SeekTo(50, true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(100), Snap", () => composer.SeekTo(100, true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(175), Snap", () => composer.SeekTo(175, true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("Seek(350), Snap", () => composer.SeekTo(350, true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("Seek(400), Snap", () => composer.SeekTo(400, true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("Seek(450), Snap", () => composer.SeekTo(450, true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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/// <summary>
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/// Tests whether seeking to somewhere in the middle between beats puts us on the expected beats.
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/// For example, snapping between a white/yellow beat should put us on either the yellow or white, depending on which one we're closer too.
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/// If
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/// </summary>
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private void testSeekSnappingInBetweenBeat()
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{
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reset();
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AddStep("Seek(24), Snap", () => composer.SeekTo(24, true));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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AddStep("Seek(26), Snap", () => composer.SeekTo(26, true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(150), Snap", () => composer.SeekTo(150, true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(170), Snap", () => composer.SeekTo(170, true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("Seek(274), Snap", () => composer.SeekTo(274, true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("Seek(276), Snap", () => composer.SeekTo(276, true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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}
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/// <summary>
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/// Tests that when seeking forward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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private void testSeekForwardNoSnapping()
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{
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reset();
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 200", () => track.CurrentTime == 200);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("SeekForward", () => composer.SeekForward());
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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/// <summary>
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/// Tests that when seeking forward with beat snapping, all beats are snapped to and timing points are never skipped.
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/// </summary>
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private void testSeekForwardSnappingOnBeat()
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{
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reset();
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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/// <summary>
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/// Tests that when seeking forward from in-between two beats, the next beat or timing point is snapped to, and no beats are skipped.
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/// This will also test being extremely close to the next beat/timing point, to ensure rounding is not an issue.
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/// </summary>
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private void testSeekForwardSnappingFromInBetweenBeat()
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{
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reset();
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AddStep("Seek(49)", () => composer.SeekTo(49));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("Seek(99)", () => composer.SeekTo(99));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("Seek(174)", () => composer.SeekTo(174));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("Seek(349)", () => composer.SeekTo(349));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("Seek(399)", () => composer.SeekTo(399));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("Seek(449)", () => composer.SeekTo(449));
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AddStep("SeekForward, Snap", () => composer.SeekForward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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}
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/// <summary>
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/// Tests that when seeking backward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
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/// </summary>
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private void testSeekBackwardNoSnapping()
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 425", () => track.CurrentTime == 425);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 375", () => track.CurrentTime == 375);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 325", () => track.CurrentTime == 325);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 125", () => track.CurrentTime == 125);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 25", () => track.CurrentTime == 25);
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AddStep("SeekBackward", () => composer.SeekBackward());
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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/// <summary>
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/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
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/// </summary>
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private void testSeekBackwardSnappingOnBeat()
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{
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reset();
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AddStep("Seek(450)", () => composer.SeekTo(450));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 350", () => track.CurrentTime == 350);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 175", () => track.CurrentTime == 175);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 100", () => track.CurrentTime == 100);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 50", () => track.CurrentTime == 50);
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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/// <summary>
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/// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped.
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/// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue.
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/// </summary>
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private void testSeekBackwardSnappingFromInBetweenBeat()
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{
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reset();
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AddStep("Seek(451)", () => composer.SeekTo(451));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 450", () => track.CurrentTime == 450);
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AddStep("Seek(401)", () => composer.SeekTo(401));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
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AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
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AddAssert("Time = 400", () => track.CurrentTime == 400);
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}
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/// <summary>
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/// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength.
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/// </summary>
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private void testSeekingWithFloatingPointBeatLength()
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{
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reset();
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double lastTime = 0;
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AddStep("Seek(0)", () => composer.SeekTo(0));
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for (int i = 0; i < 20; i++)
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{
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AddStep("SeekForward, Snap", () =>
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{
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lastTime = track.CurrentTime;
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composer.SeekForward(true);
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});
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AddAssert("Time > lastTime", () => track.CurrentTime > lastTime);
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}
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for (int i = 0; i < 20; i++)
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{
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AddStep("SeekBackward, Snap", () =>
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{
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lastTime = track.CurrentTime;
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composer.SeekBackward(true);
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});
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AddAssert("Time < lastTime", () => track.CurrentTime < lastTime);
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}
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AddAssert("Time = 0", () => track.CurrentTime == 0);
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}
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private void reset()
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{
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AddStep("Reset", () => composer.SeekTo(0));
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}
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private class TestHitObjectComposer : HitObjectComposer
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{
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public TestHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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protected override IReadOnlyList<ICompositionTool> CompositionTools => new ICompositionTool[0];
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}
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private class TimingPointVisualiser : CompositeDrawable
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{
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private readonly Track track;
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private readonly Drawable tracker;
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public TimingPointVisualiser(Beatmap beatmap, Track track)
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{
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this.track = track;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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Width = 0.75f;
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FillFlowContainer timelineContainer;
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InternalChildren = new Drawable[]
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{
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new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(85f)
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},
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new Container
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{
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Name = "Tracks",
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RelativeSizeAxes = Axes.X,
|
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AutoSizeAxes = Axes.Y,
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Padding = new MarginPadding(15),
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Children = new[]
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{
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tracker = new Box
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
|
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RelativeSizeAxes = Axes.Y,
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RelativePositionAxes = Axes.X,
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Width = 2,
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Colour = Color4.Red,
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},
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timelineContainer = new FillFlowContainer
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{
|
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RelativeSizeAxes = Axes.X,
|
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(0, 5)
|
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},
|
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}
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}
|
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};
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var timingPoints = beatmap.ControlPointInfo.TimingPoints;
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for (int i = 0; i < timingPoints.Count; i++)
|
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{
|
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TimingControlPoint next = i == timingPoints.Count - 1 ? null : timingPoints[i + 1];
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timelineContainer.Add(new TimingPointTimeline(timingPoints[i], next?.Time ?? beatmap.HitObjects.Last().StartTime, track.Length));
|
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}
|
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}
|
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|
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protected override void Update()
|
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{
|
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base.Update();
|
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|
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tracker.X = (float)(track.CurrentTime / track.Length);
|
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}
|
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private class TimingPointTimeline : CompositeDrawable
|
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{
|
||||
public TimingPointTimeline(TimingControlPoint timingPoint, double endTime, double fullDuration)
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
|
||||
Box createMainTick(double time) => new Box
|
||||
{
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomCentre,
|
||||
RelativePositionAxes = Axes.X,
|
||||
X = (float)(time / fullDuration),
|
||||
Height = 10,
|
||||
Width = 2
|
||||
};
|
||||
|
||||
Box createBeatTick(double time) => new Box
|
||||
{
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomCentre,
|
||||
RelativePositionAxes = Axes.X,
|
||||
X = (float)(time / fullDuration),
|
||||
Height = 5,
|
||||
Width = 2,
|
||||
Colour = time > endTime ? Color4.Gray : Color4.Yellow
|
||||
};
|
||||
|
||||
AddInternal(createMainTick(timingPoint.Time));
|
||||
AddInternal(createMainTick(endTime));
|
||||
|
||||
for (double t = timingPoint.Time + timingPoint.BeatLength / 4; t < fullDuration; t += timingPoint.BeatLength / 4)
|
||||
AddInternal(createBeatTick(t));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -130,6 +130,7 @@
|
||||
<Compile Include="Visual\TestCaseEditorComposeRadioButtons.cs" />
|
||||
<Compile Include="Visual\TestCaseEditorComposeTimeline.cs" />
|
||||
<Compile Include="Visual\TestCaseEditorMenuBar.cs" />
|
||||
<Compile Include="Visual\TestCaseEditorSeekSnapping.cs" />
|
||||
<Compile Include="Visual\TestCaseEditorSummaryTimeline.cs" />
|
||||
<Compile Include="Visual\TestCaseEditorSelectionLayer.cs" />
|
||||
<Compile Include="Visual\TestCaseGamefield.cs" />
|
||||
|
@ -5,9 +5,12 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
@ -27,6 +30,11 @@ namespace osu.Game.Rulesets.Edit
|
||||
private RulesetContainer rulesetContainer;
|
||||
private readonly List<Container> layerContainers = new List<Container>();
|
||||
|
||||
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||
|
||||
private IAdjustableClock sourceClock;
|
||||
private DecoupleableInterpolatingFramedClock adjustableClock;
|
||||
|
||||
protected HitObjectComposer(Ruleset ruleset)
|
||||
{
|
||||
this.ruleset = ruleset;
|
||||
@ -36,12 +44,19 @@ namespace osu.Game.Rulesets.Edit
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame)
|
||||
{
|
||||
beatmap.BindTo(osuGame.Beatmap);
|
||||
|
||||
try
|
||||
{
|
||||
rulesetContainer = CreateRulesetContainer(ruleset, osuGame.Beatmap.Value);
|
||||
rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
|
||||
|
||||
// TODO: should probably be done at a RulesetContainer level to share logic with Player.
|
||||
rulesetContainer.Clock = new InterpolatingFramedClock((IAdjustableClock)osuGame.Beatmap.Value.Track ?? new StopwatchClock());
|
||||
sourceClock = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
|
||||
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
adjustableClock.ChangeSource(sourceClock);
|
||||
|
||||
rulesetContainer.Clock = adjustableClock;
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@ -134,6 +149,112 @@ namespace osu.Game.Rulesets.Edit
|
||||
});
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state)
|
||||
{
|
||||
if (state.Mouse.WheelDelta > 0)
|
||||
SeekBackward(true);
|
||||
else
|
||||
SeekForward(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length backwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the current time one beat-snapped beat-length forwards.
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
||||
public void SeekForward(bool snapped = false) => seek(1, snapped);
|
||||
|
||||
private void seek(int direction, bool snapped)
|
||||
{
|
||||
// Todo: This should not be a constant, but feels good for now
|
||||
const int beat_snap_divisor = 4;
|
||||
|
||||
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
|
||||
|
||||
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
|
||||
if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
|
||||
{
|
||||
// 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
|
||||
int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
|
||||
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
|
||||
timingPoint = cpi.TimingPoints[--activeIndex];
|
||||
}
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beat_snap_divisor;
|
||||
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
|
||||
|
||||
if (!snapped || cpi.TimingPoints.Count == 0)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
// We will be snapping to beats within timingPoint
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
||||
int closestBeat;
|
||||
if (direction > 0)
|
||||
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
||||
else
|
||||
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
||||
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
|
||||
// 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.
|
||||
// Instead, we'll go to the next beat in the direction when this is the case
|
||||
if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
}
|
||||
|
||||
if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
|
||||
seekTime = timingPoint.Time;
|
||||
|
||||
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
adjustableClock.Seek(seekTime);
|
||||
}
|
||||
|
||||
public void SeekTo(double seekTime, bool snapped = false)
|
||||
{
|
||||
// Todo: This should not be a constant, but feels good for now
|
||||
const int beat_snap_divisor = 4;
|
||||
|
||||
if (!snapped)
|
||||
{
|
||||
adjustableClock.Seek(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
|
||||
double beatSnapLength = timingPoint.BeatLength / beat_snap_divisor;
|
||||
|
||||
// We will be snapping to beats within the timing point
|
||||
seekTime -= timingPoint.Time;
|
||||
|
||||
// Determine the index from the current timing point of the closest beat to seekTime
|
||||
int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
|
||||
seekTime = timingPoint.Time + closestBeat * beatSnapLength;
|
||||
|
||||
// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
|
||||
// the next timing point's start time
|
||||
var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
||||
if (seekTime > nextTimingPoint?.Time)
|
||||
seekTime = nextTimingPoint.Time;
|
||||
|
||||
adjustableClock.Seek(seekTime);
|
||||
}
|
||||
|
||||
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
|
||||
|
||||
protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
|
||||
|
Loading…
Reference in New Issue
Block a user