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0b29a762b8
Probably wouldn't happen outside of tests, but I'd rather not find out next release.
153 lines
6.6 KiB
C#
153 lines
6.6 KiB
C#
// 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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using System;
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using osu.Framework.Allocation;
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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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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="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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/// This means that if the beat source clock is playing faster or slower, animations may unexpectedly overlap.
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/// Make sure this container's Clock is also set to the expected source (or within a parent element which provides this).
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///
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/// This container will also trigger beat events when the beat matching clock is paused at <see cref="TimingControlPoint.DEFAULT"/>'s BPM.
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/// </remarks>
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public partial class BeatSyncedContainer : Container
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{
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private int lastBeat;
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private TimingControlPoint? lastTimingPoint { get; set; }
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protected bool IsKiaiTime { 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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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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/// <summary>
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/// While this container automatically applied an animation delay (meaning any animations inside a <see cref="OnNewBeat"/> implementation will
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/// always be correctly timed), the event itself can potentially fire away from the related beat.
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///
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/// By setting this to false, cases where the event is to be fired more than <see cref="MISTIMED_ALLOWANCE"/> from the related beat will be skipped.
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/// </summary>
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protected bool AllowMistimedEventFiring = true;
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/// <summary>
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/// The maximum deviance from the actual beat that an <see cref="OnNewBeat"/> can fire when <see cref="AllowMistimedEventFiring"/> is set to false.
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/// </summary>
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public const double MISTIMED_ALLOWANCE = 16;
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/// <summary>
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/// The time in milliseconds until the next beat.
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/// </summary>
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public double TimeUntilNextBeat { get; private set; }
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/// <summary>
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/// The time in milliseconds since the last beat
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/// </summary>
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public double TimeSinceLastBeat { get; private set; }
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/// <summary>
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/// How many beats per beatlength to trigger. Defaults to 1.
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/// </summary>
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public int Divisor { get; set; } = 1;
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/// <summary>
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/// An optional minimum beat length. Any beat length below this will be multiplied by two until valid.
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/// </summary>
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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 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; } = 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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}
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protected override void Update()
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{
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TimingControlPoint timingPoint;
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EffectControlPoint effectPoint;
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IsBeatSyncedWithTrack = BeatSyncSource.Clock.IsRunning;
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double currentTrackTime;
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if (IsBeatSyncedWithTrack)
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{
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double early = EarlyActivationMilliseconds;
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// In the case of gameplay, we are usually within a hierarchy with the correct rate applied to our `Drawable.Clock`.
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// This means that the amount of early adjustment is adjusted in line with audio track rate changes.
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// But other cases like the osu! logo at the main menu won't correctly have this rate information.
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// We can adjust here to ensure the applied early activation always matches expectations.
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if (Clock.Rate > 0)
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early *= BeatSyncSource.Clock.Rate / Clock.Rate;
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currentTrackTime = BeatSyncSource.Clock.CurrentTime + early;
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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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// this may be the case where the beat syncing clock has been paused.
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// we still want to show an idle animation, so use this container's time instead.
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currentTrackTime = Clock.CurrentTime + EarlyActivationMilliseconds;
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timingPoint = TimingControlPoint.DEFAULT;
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effectPoint = EffectControlPoint.DEFAULT;
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}
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double beatLength = timingPoint.BeatLength / Divisor;
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while (beatLength < MinimumBeatLength)
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beatLength *= 2;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / beatLength) - (timingPoint.OmitFirstBarLine ? 1 : 0);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % beatLength;
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if (TimeUntilNextBeat <= 0)
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TimeUntilNextBeat += beatLength;
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TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
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if (ReferenceEquals(timingPoint, lastTimingPoint) && beatIndex == lastBeat)
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return;
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// as this event is sometimes used for sound triggers where `BeginDelayedSequence` has no effect, avoid firing it if too far away from the beat.
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// this can happen after a seek operation.
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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.CurrentAmplitudes);
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}
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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IsKiaiTime = effectPoint.KiaiMode;
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}
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}
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}
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