// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using osu.Framework.MathUtils; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osuTK; namespace osu.Game.Screens.Edit { /// /// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor. /// public class EditorClock : DecoupleableInterpolatingFramedClock { public readonly double TrackLength; public ControlPointInfo ControlPointInfo; private readonly BindableBeatDivisor beatDivisor; public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor) { this.beatDivisor = beatDivisor; ControlPointInfo = beatmap.Beatmap.ControlPointInfo; TrackLength = beatmap.Track.Length; } public EditorClock(ControlPointInfo controlPointInfo, double trackLength, BindableBeatDivisor beatDivisor) { this.beatDivisor = beatDivisor; ControlPointInfo = controlPointInfo; TrackLength = trackLength; } /// /// Seek to the closest snappable beat from a time. /// /// The raw position which should be seeked around. /// Whether the seek could be performed. public bool SeekSnapped(double position) { var timingPoint = ControlPointInfo.TimingPointAt(position); double beatSnapLength = timingPoint.BeatLength / beatDivisor; // We will be snapping to beats within the timing point position -= timingPoint.Time; // Determine the index from the current timing point of the closest beat to position int closestBeat = (int)Math.Round(position / beatSnapLength); position = 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 = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time); if (position > nextTimingPoint?.Time) position = nextTimingPoint.Time; return Seek(position); } /// /// Seeks backwards by one beat length. /// /// Whether to snap to the closest beat after seeking. /// The relative amount (magnitude) which should be seeked. public void SeekBackward(bool snapped = false, double amount = 1) => seek(-1, snapped, amount); /// /// Seeks forwards by one beat length. /// /// Whether to snap to the closest beat after seeking. /// The relative amount (magnitude) which should be seeked. public void SeekForward(bool snapped = false, double amount = 1) => seek(1, snapped, amount); private void seek(int direction, bool snapped, double amount = 1) { if (amount <= 0) throw new ArgumentException("Value should be greater than zero", nameof(amount)); var timingPoint = ControlPointInfo.TimingPointAt(CurrentTime); if (direction < 0 && timingPoint.Time == 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 = ControlPointInfo.TimingPoints.IndexOf(timingPoint); while (activeIndex > 0 && CurrentTime == timingPoint.Time) timingPoint = ControlPointInfo.TimingPoints[--activeIndex]; } double seekAmount = timingPoint.BeatLength / beatDivisor * amount; double seekTime = CurrentTime + seekAmount * direction; if (!snapped || ControlPointInfo.TimingPoints.Count == 0) { 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(CurrentTime, seekTime)) { closestBeat += direction > 0 ? 1 : -1; seekTime = timingPoint.Time + closestBeat * seekAmount; } if (seekTime < timingPoint.Time && timingPoint != ControlPointInfo.TimingPoints.First()) seekTime = timingPoint.Time; var nextTimingPoint = ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time); if (seekTime > nextTimingPoint?.Time) seekTime = nextTimingPoint.Time; // Ensure the sought point is within the boundaries seekTime = MathHelper.Clamp(seekTime, 0, TrackLength); Seek(seekTime); } } }