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osu-lazer/osu.Game/Overlays/MusicController.cs
2020-01-31 18:32:47 +01:00

356 lines
11 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Utils;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
using osu.Game.Overlays.OSD;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Overlays
{
/// <summary>
/// Handles playback of the global music track.
/// </summary>
public class MusicController : Component, IKeyBindingHandler<GlobalAction>
{
[Resolved]
private BeatmapManager beatmaps { get; set; }
public IBindableList<BeatmapSetInfo> BeatmapSets => beatmapSets;
/// <summary>
/// Point in time after which the current track will be restarted on triggering a "previous track" action.
/// </summary>
private const double restart_cutoff_point = 5000;
private readonly BindableList<BeatmapSetInfo> beatmapSets = new BindableList<BeatmapSetInfo>();
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; }
[Resolved(canBeNull: true)]
private OnScreenDisplay onScreenDisplay { get; set; }
[BackgroundDependencyLoader]
private void load()
{
beatmapSets.AddRange(beatmaps.GetAllUsableBeatmapSets().OrderBy(_ => RNG.Next()));
beatmaps.ItemAdded += handleBeatmapAdded;
beatmaps.ItemRemoved += handleBeatmapRemoved;
}
protected override void LoadComplete()
{
beatmap.BindValueChanged(beatmapChanged, true);
mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
base.LoadComplete();
}
/// <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)
{
beatmapSets.Remove(beatmapSetInfo);
beatmapSets.Insert(index, beatmapSetInfo);
}
/// <summary>
/// Returns whether the current beatmap track is playing.
/// </summary>
public bool IsPlaying => current?.Track.IsRunning ?? false;
private void handleBeatmapAdded(BeatmapSetInfo set) =>
Schedule(() => beatmapSets.Add(set));
private void handleBeatmapRemoved(BeatmapSetInfo set) =>
Schedule(() => beatmapSets.RemoveAll(s => s.ID == set.ID));
private ScheduledDelegate seekDelegate;
public void SeekTo(double position)
{
seekDelegate?.Cancel();
seekDelegate = Schedule(() =>
{
if (!beatmap.Disabled)
current?.Track.Seek(position);
});
}
/// <summary>
/// Start playing the current track (if not already playing).
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool Play(bool restart = false)
{
var track = current?.Track;
IsUserPaused = false;
if (track == null)
{
if (beatmap.Disabled)
return false;
next(true);
return true;
}
if (restart)
track.Restart();
else if (!IsPlaying)
track.Start();
return true;
}
/// <summary>
/// Stop playing the current track and pause at the current position.
/// </summary>
public void Stop()
{
var track = current?.Track;
IsUserPaused = true;
if (track?.IsRunning == true)
track.Stop();
}
/// <summary>
/// Toggle pause / play.
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool TogglePause()
{
var track = current?.Track;
if (track?.IsRunning == true)
Stop();
else
Play();
return true;
}
/// <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>
public PreviousTrackResult PreviousTrack()
{
var currentTrackPosition = current?.Track.CurrentTime;
if (currentTrackPosition >= restart_cutoff_point)
{
SeekTo(0);
return PreviousTrackResult.Restart;
}
queuedDirection = TrackChangeDirection.Prev;
var playable = BeatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? BeatmapSets.LastOrDefault();
if (playable != null)
{
if (beatmap is Bindable<WorkingBeatmap> working)
working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
return PreviousTrackResult.Previous;
}
return PreviousTrackResult.None;
}
/// <summary>
/// Play the next random or playlist track.
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool NextTrack() => next();
private bool next(bool instant = false)
{
if (!instant)
queuedDirection = TrackChangeDirection.Next;
var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
if (playable != null)
{
if (beatmap is Bindable<WorkingBeatmap> working)
working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
return true;
}
return false;
}
private WorkingBeatmap current;
private TrackChangeDirection? queuedDirection;
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{
TrackChangeDirection direction = TrackChangeDirection.None;
if (current != null)
{
bool audioEquals = beatmap.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
if (audioEquals)
direction = TrackChangeDirection.None;
else if (queuedDirection.HasValue)
{
direction = queuedDirection.Value;
queuedDirection = null;
}
else
{
//figure out the best direction based on order in playlist.
var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
var next = beatmap.NewValue == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
}
}
current = beatmap.NewValue;
TrackChanged?.Invoke(current, direction);
ResetTrackAdjustments();
queuedDirection = null;
}
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();
}
}
public void ResetTrackAdjustments()
{
var track = current?.Track;
if (track == null)
return;
track.ResetSpeedAdjustments();
if (allowRateAdjustments)
{
foreach (var mod in mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(track);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (beatmaps != null)
{
beatmaps.ItemAdded -= handleBeatmapAdded;
beatmaps.ItemRemoved -= handleBeatmapRemoved;
}
}
public bool OnPressed(GlobalAction action)
{
if (beatmap.Disabled)
return false;
switch (action)
{
case GlobalAction.MusicPlay:
if (TogglePause())
onScreenDisplay?.Display(new MusicControllerToast(IsPlaying ? "Play track" : "Pause track"));
return true;
case GlobalAction.MusicNext:
if (NextTrack())
onScreenDisplay?.Display(new MusicControllerToast("Next track"));
return true;
case GlobalAction.MusicPrev:
switch (PreviousTrack())
{
case PreviousTrackResult.Restart:
onScreenDisplay?.Display(new MusicControllerToast("Restart track"));
break;
case PreviousTrackResult.Previous:
onScreenDisplay?.Display(new MusicControllerToast("Previous track"));
break;
}
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
}
public class MusicControllerToast : Toast
{
public MusicControllerToast(string action)
: base("Music Playback", action, string.Empty)
{
}
}
}
public enum TrackChangeDirection
{
None,
Next,
Prev
}
public enum PreviousTrackResult
{
None,
Restart,
Previous
}
}