mirror of
https://github.com/ppy/osu.git
synced 2024-12-13 08:32:57 +08:00
Improve IBeatSyncProvider
interface and reduce beatmap track dependence
This commit is contained in:
parent
227906e30e
commit
cc4cde2c79
@ -2,7 +2,7 @@
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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.Audio;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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@ -14,12 +14,21 @@ namespace osu.Game.Beatmaps
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/// Primarily intended for use with <see cref="BeatSyncedContainer"/>.
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/// </summary>
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[Cached]
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public interface IBeatSyncProvider
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public interface IBeatSyncProvider : IHasAmplitudes
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{
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/// <summary>
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/// Check whether beat sync is currently available.
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/// </summary>
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public bool BeatSyncAvailable => Clock != null;
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/// <summary>
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/// Access any available control points from a beatmap providing beat sync. If <c>null</c>, no current provider is available.
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/// </summary>
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ControlPointInfo? ControlPoints { get; }
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/// <summary>
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/// Access a clock currently responsible for providing beat sync. If <c>null</c>, no current provider is available.
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/// </summary>
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IClock? Clock { get; }
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ChannelAmplitudes? Amplitudes { get; }
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}
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}
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@ -1,8 +1,6 @@
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// 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 osu.Framework.Allocation;
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@ -10,13 +8,12 @@ using osu.Framework.Audio.Track;
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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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using osu.Game.Screens.Play;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container which fires a callback when a new beat is reached.
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/// Consumes a parent <see cref="GameplayClock"/> or <see cref="Beatmap"/> (whichever is first available).
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/// Consumes a parent <see cref="IBeatSyncProvider"/>.
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/// </summary>
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/// <remarks>
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/// This container does not set its own clock to the source used for beat matching.
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@ -28,8 +25,9 @@ namespace osu.Game.Graphics.Containers
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public class BeatSyncedContainer : Container
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{
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private int lastBeat;
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protected TimingControlPoint LastTimingPoint { get; private set; }
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protected EffectControlPoint LastEffectPoint { get; private set; }
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protected TimingControlPoint? LastTimingPoint { get; private set; }
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protected EffectControlPoint? LastEffectPoint { get; private set; }
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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, ChannelAmplitudes)"/>.
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@ -71,12 +69,12 @@ namespace osu.Game.Graphics.Containers
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public double MinimumBeatLength { get; set; }
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/// <summary>
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/// Whether this container is currently tracking a beatmap's timing data.
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/// Whether this container is currently tracking a beat sync provider.
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/// </summary>
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protected bool IsBeatSyncedWithTrack { get; private set; }
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[Resolved]
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protected IBeatSyncProvider BeatSyncSource { get; private set; }
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protected IBeatSyncProvider BeatSyncSource { get; private set; } = null!;
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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@ -87,19 +85,18 @@ namespace osu.Game.Graphics.Containers
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TimingControlPoint timingPoint;
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EffectControlPoint effectPoint;
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IsBeatSyncedWithTrack = BeatSyncSource.Clock?.IsRunning == true && BeatSyncSource.ControlPoints != null;
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IsBeatSyncedWithTrack = BeatSyncSource.BeatSyncAvailable && BeatSyncSource.Clock?.IsRunning == true;
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double currentTrackTime;
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if (IsBeatSyncedWithTrack)
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{
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Debug.Assert(BeatSyncSource.ControlPoints != null);
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Debug.Assert(BeatSyncSource.Clock != null);
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currentTrackTime = BeatSyncSource.Clock.CurrentTime + EarlyActivationMilliseconds;
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timingPoint = BeatSyncSource.ControlPoints.TimingPointAt(currentTrackTime);
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effectPoint = BeatSyncSource.ControlPoints.EffectPointAt(currentTrackTime);
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timingPoint = BeatSyncSource.ControlPoints?.TimingPointAt(currentTrackTime) ?? TimingControlPoint.DEFAULT;
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effectPoint = BeatSyncSource.ControlPoints?.EffectPointAt(currentTrackTime) ?? EffectControlPoint.DEFAULT;
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}
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else
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{
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@ -136,7 +133,7 @@ namespace osu.Game.Graphics.Containers
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if (AllowMistimedEventFiring || Math.Abs(TimeSinceLastBeat) < MISTIMED_ALLOWANCE)
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{
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using (BeginDelayedSequence(-TimeSinceLastBeat))
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OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.Amplitudes ?? ChannelAmplitudes.Empty);
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OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.CurrentAmplitudes);
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}
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lastBeat = beatIndex;
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@ -588,6 +588,6 @@ namespace osu.Game
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ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.BeatmapLoaded ? Beatmap.Value.Beatmap.ControlPointInfo : null;
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IClock IBeatSyncProvider.Clock => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track : (IClock)null;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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}
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}
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@ -10,6 +10,7 @@ using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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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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@ -949,7 +950,7 @@ namespace osu.Game.Screens.Edit
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ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => clock;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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private class BeatmapEditorToast : Toast
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{
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@ -1,10 +1,12 @@
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// 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 osuTK;
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using osuTK.Graphics;
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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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.Batches;
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using osu.Framework.Graphics.Colour;
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@ -12,16 +14,10 @@ using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Beatmaps;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
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@ -30,8 +26,6 @@ namespace osu.Game.Screens.Menu
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/// </summary>
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public class LogoVisualisation : Drawable
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{
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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/// <summary>
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/// The number of bars to jump each update iteration.
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/// </summary>
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@ -76,7 +70,8 @@ namespace osu.Game.Screens.Menu
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private readonly float[] frequencyAmplitudes = new float[256];
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private IShader shader;
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private IShader shader = null!;
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private readonly Texture texture;
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public LogoVisualisation()
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@ -93,32 +88,35 @@ namespace osu.Game.Screens.Menu
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
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private void load(ShaderManager shaders)
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{
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this.beatmap.BindTo(beatmap);
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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}
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private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
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[Resolved]
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private IBeatSyncProvider beatSyncProvider { get; set; } = null!;
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private void updateAmplitudes()
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{
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var effect = beatmap.Value.BeatmapLoaded && beatmap.Value.TrackLoaded
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? beatmap.Value.Beatmap?.ControlPointInfo.EffectPointAt(beatmap.Value.Track.CurrentTime)
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: null;
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bool isKiaiTime = false;
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for (int i = 0; i < temporalAmplitudes.Length; i++)
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temporalAmplitudes[i] = 0;
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if (beatmap.Value.TrackLoaded)
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addAmplitudesFromSource(beatmap.Value.Track);
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if (beatSyncProvider.Clock != null)
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{
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isKiaiTime = beatSyncProvider.ControlPoints?.EffectPointAt(beatSyncProvider.Clock.CurrentTime).KiaiMode ?? false;
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addAmplitudesFromSource(beatSyncProvider);
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}
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foreach (var source in amplitudeSources)
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addAmplitudesFromSource(source);
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (effect?.KiaiMode == true ? 1 : 0.5f);
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float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (isKiaiTime ? 1 : 0.5f);
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if (targetAmplitude > frequencyAmplitudes[i])
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frequencyAmplitudes[i] = targetAmplitude;
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}
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@ -153,7 +151,7 @@ namespace osu.Game.Screens.Menu
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
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private void addAmplitudesFromSource([NotNull] IHasAmplitudes source)
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private void addAmplitudesFromSource(IHasAmplitudes source)
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{
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if (source == null) throw new ArgumentNullException(nameof(source));
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@ -170,8 +168,8 @@ namespace osu.Game.Screens.Menu
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{
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protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
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private IShader shader;
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private Texture texture;
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private IShader shader = null!;
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private Texture texture = null!;
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// Assuming the logo is a circle, we don't need a second dimension.
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private float size;
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@ -209,43 +207,40 @@ namespace osu.Game.Screens.Menu
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(transparent_white);
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if (audioData != null)
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for (int j = 0; j < visualiser_rounds; j++)
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{
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for (int j = 0; j < visualiser_rounds; j++)
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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if (audioData[i] < amplitude_dead_zone)
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continue;
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if (audioData[i] < amplitude_dead_zone)
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continue;
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float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = MathF.Cos(rotation);
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float rotationSin = MathF.Sin(rotation);
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// taking the cos and sin to the 0..1 range
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
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float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = MathF.Cos(rotation);
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float rotationSin = MathF.Sin(rotation);
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// taking the cos and sin to the 0..1 range
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
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var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
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// The distance between the position and the sides of the bar.
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var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
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// The distance between the bottom side of the bar and the top side.
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var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
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var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
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// The distance between the position and the sides of the bar.
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var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
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// The distance between the bottom side of the bar and the top side.
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var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
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var rectangle = new Quad(
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Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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);
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var rectangle = new Quad(
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Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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);
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DrawQuad(
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texture,
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rectangle,
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colourInfo,
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null,
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vertexBatch.AddAction,
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// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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Vector2.Divide(inflation, barSize.Yx));
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}
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DrawQuad(
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texture,
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rectangle,
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colourInfo,
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null,
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vertexBatch.AddAction,
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// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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Vector2.Divide(inflation, barSize.Yx));
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}
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}
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@ -1,8 +1,6 @@
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// 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.Collections.Generic;
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using System.Linq;
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@ -53,21 +51,21 @@ namespace osu.Game.Screens.Play
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private readonly WorkingBeatmap beatmap;
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private HardwareCorrectionOffsetClock userGlobalOffsetClock;
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private HardwareCorrectionOffsetClock userBeatmapOffsetClock;
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private HardwareCorrectionOffsetClock platformOffsetClock;
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private MasterGameplayClock masterGameplayClock;
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private Bindable<double> userAudioOffset;
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private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
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private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
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private HardwareCorrectionOffsetClock platformOffsetClock = null!;
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private MasterGameplayClock masterGameplayClock = null!;
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private Bindable<double> userAudioOffset = null!;
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private IDisposable beatmapOffsetSubscription;
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private IDisposable? beatmapOffsetSubscription;
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private readonly double skipTargetTime;
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[Resolved]
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private RealmAccess realm { get; set; }
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private OsuConfigManager config { get; set; }
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private OsuConfigManager config { get; set; } = null!;
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/// <summary>
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/// Create a new master gameplay clock container.
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@ -255,7 +253,7 @@ namespace osu.Game.Screens.Play
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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => GameplayClock;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : null;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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