mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 14:12:54 +08:00
234 lines
8.9 KiB
C#
234 lines
8.9 KiB
C#
// 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.
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Overlays;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
|
|
/// <para>
|
|
/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
|
|
/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
|
|
/// </remarks>
|
|
public partial class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider
|
|
{
|
|
/// <summary>
|
|
/// Duration before gameplay start time required before skip button displays.
|
|
/// </summary>
|
|
public const double MINIMUM_SKIP_TIME = 1000;
|
|
|
|
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
|
{
|
|
MinValue = 0.5,
|
|
MaxValue = 2,
|
|
Precision = 0.1,
|
|
};
|
|
|
|
private readonly WorkingBeatmap beatmap;
|
|
|
|
private readonly Track track;
|
|
|
|
private readonly double skipTargetTime;
|
|
|
|
/// <summary>
|
|
/// Stores the time at which the last <see cref="StopGameplayClock"/> call was triggered.
|
|
/// This is used to ensure we resume from that precise point in time, ignoring the proceeding frequency ramp.
|
|
///
|
|
/// Optimally, we'd have gameplay ramp down with the frequency, but I believe this was intentionally disabled
|
|
/// to avoid fails occurring after the pause screen has been shown.
|
|
///
|
|
/// In the future I want to change this.
|
|
/// </summary>
|
|
private double? actualStopTime;
|
|
|
|
[Resolved]
|
|
private MusicController musicController { get; set; } = null!;
|
|
|
|
/// <summary>
|
|
/// Create a new master gameplay clock container.
|
|
/// </summary>
|
|
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
|
|
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
|
|
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
|
|
: base(beatmap.Track, true)
|
|
{
|
|
this.beatmap = beatmap;
|
|
this.skipTargetTime = skipTargetTime;
|
|
|
|
track = beatmap.Track;
|
|
|
|
StartTime = findEarliestStartTime();
|
|
}
|
|
|
|
private double findEarliestStartTime()
|
|
{
|
|
// here we are trying to find the time to start playback from the "zero" point.
|
|
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
|
|
|
|
// start with the originally provided latest time (if before zero).
|
|
double time = Math.Min(0, skipTargetTime);
|
|
|
|
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
|
// this is commonly used to display an intro before the audio track start.
|
|
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
|
|
if (firstStoryboardEvent != null)
|
|
time = Math.Min(time, firstStoryboardEvent.Value);
|
|
|
|
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
|
|
// this is not available as an option in the live editor but can still be applied via .osu editing.
|
|
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
|
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
|
time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
|
|
|
return time;
|
|
}
|
|
|
|
protected override void StopGameplayClock()
|
|
{
|
|
actualStopTime = GameplayClock.CurrentTime;
|
|
|
|
if (IsLoaded)
|
|
{
|
|
// During normal operation, the source is stopped after performing a frequency ramp.
|
|
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ =>
|
|
{
|
|
if (IsPaused.Value)
|
|
base.StopGameplayClock();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
base.StopGameplayClock();
|
|
|
|
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
|
|
GameplayClock.ExternalPauseFrequencyAdjust.Value = 0;
|
|
|
|
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
|
|
// Without doing this, an initial seek may be performed with the wrong offset.
|
|
GameplayClock.ProcessFrame();
|
|
}
|
|
}
|
|
|
|
public override void Seek(double time)
|
|
{
|
|
// Safety in case the clock is seeked while stopped.
|
|
actualStopTime = null;
|
|
|
|
base.Seek(time);
|
|
}
|
|
|
|
protected override void PrepareStart()
|
|
{
|
|
if (actualStopTime != null)
|
|
{
|
|
Seek(actualStopTime.Value);
|
|
actualStopTime = null;
|
|
}
|
|
else
|
|
base.PrepareStart();
|
|
}
|
|
|
|
protected override void StartGameplayClock()
|
|
{
|
|
addSourceClockAdjustments();
|
|
|
|
base.StartGameplayClock();
|
|
|
|
if (IsLoaded)
|
|
{
|
|
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In);
|
|
}
|
|
else
|
|
{
|
|
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
|
|
GameplayClock.ExternalPauseFrequencyAdjust.Value = 1;
|
|
|
|
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
|
|
// Without doing this, an initial seek may be performed with the wrong offset.
|
|
GameplayClock.ProcessFrame();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Skip forward to the next valid skip point.
|
|
/// </summary>
|
|
public void Skip()
|
|
{
|
|
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
|
return;
|
|
|
|
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
|
|
|
|
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
|
// double skip exception for storyboards with very long intros
|
|
skipTarget = 0;
|
|
|
|
Seek(skipTarget);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes the backing clock to avoid using the originally provided track.
|
|
/// </summary>
|
|
public void StopUsingBeatmapClock()
|
|
{
|
|
removeSourceClockAdjustments();
|
|
ChangeSource(new TrackVirtual(beatmap.Track.Length));
|
|
addSourceClockAdjustments();
|
|
}
|
|
|
|
private bool speedAdjustmentsApplied;
|
|
|
|
private void addSourceClockAdjustments()
|
|
{
|
|
if (speedAdjustmentsApplied)
|
|
return;
|
|
|
|
musicController.ResetTrackAdjustments();
|
|
|
|
track.BindAdjustments(AdjustmentsFromMods);
|
|
track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
|
|
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
|
|
speedAdjustmentsApplied = true;
|
|
}
|
|
|
|
private void removeSourceClockAdjustments()
|
|
{
|
|
if (!speedAdjustmentsApplied)
|
|
return;
|
|
|
|
track.UnbindAdjustments(AdjustmentsFromMods);
|
|
track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
|
|
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
|
|
speedAdjustmentsApplied = false;
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
removeSourceClockAdjustments();
|
|
}
|
|
|
|
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
|
|
IClock IBeatSyncProvider.Clock => this;
|
|
|
|
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
|
|
}
|
|
}
|