mirror of
https://github.com/ppy/osu.git
synced 2024-12-26 17:13:07 +08:00
145 lines
5.0 KiB
C#
145 lines
5.0 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 osu.Framework.Allocation;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
|
|
namespace osu.Game.Graphics.Containers
|
|
{
|
|
public class BeatSyncedContainer : Container
|
|
{
|
|
protected readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
|
|
|
|
private int lastBeat;
|
|
private TimingControlPoint lastTimingPoint;
|
|
|
|
/// <summary>
|
|
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
|
|
/// This allows for adding easing to animations that may be synchronised to the beat.
|
|
/// </summary>
|
|
protected double EarlyActivationMilliseconds;
|
|
|
|
/// <summary>
|
|
/// The time in milliseconds until the next beat.
|
|
/// </summary>
|
|
public double TimeUntilNextBeat { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The time in milliseconds since the last beat
|
|
/// </summary>
|
|
public double TimeSinceLastBeat { get; private set; }
|
|
|
|
/// <summary>
|
|
/// How many beats per beatlength to trigger. Defaults to 1.
|
|
/// </summary>
|
|
public int Divisor { get; set; } = 1;
|
|
|
|
/// <summary>
|
|
/// An optional minimum beat length. Any beat length below this will be multiplied by two until valid.
|
|
/// </summary>
|
|
public double MinimumBeatLength { get; set; }
|
|
|
|
/// <summary>
|
|
/// Default length of a beat in milliseconds. Used whenever there is no beatmap or track playing.
|
|
/// </summary>
|
|
private const double default_beat_length = 60000.0 / 60.0;
|
|
|
|
private TimingControlPoint defaultTiming;
|
|
private EffectControlPoint defaultEffect;
|
|
private TrackAmplitudes defaultAmplitudes;
|
|
|
|
protected bool IsBeatSyncedWithTrack { get; private set; }
|
|
|
|
protected override void Update()
|
|
{
|
|
Track track = null;
|
|
IBeatmap beatmap = null;
|
|
|
|
double currentTrackTime = 0;
|
|
TimingControlPoint timingPoint = null;
|
|
EffectControlPoint effectPoint = null;
|
|
|
|
if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded)
|
|
{
|
|
track = Beatmap.Value.Track;
|
|
beatmap = Beatmap.Value.Beatmap;
|
|
}
|
|
|
|
if (track != null && beatmap != null && track.IsRunning && track.Length > 0)
|
|
{
|
|
currentTrackTime = track.CurrentTime + EarlyActivationMilliseconds;
|
|
|
|
timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
|
|
effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
|
|
}
|
|
|
|
IsBeatSyncedWithTrack = timingPoint?.BeatLength > 0;
|
|
|
|
if (timingPoint == null || !IsBeatSyncedWithTrack)
|
|
{
|
|
currentTrackTime = Clock.CurrentTime;
|
|
timingPoint = defaultTiming;
|
|
effectPoint = defaultEffect;
|
|
}
|
|
|
|
double beatLength = timingPoint.BeatLength / Divisor;
|
|
|
|
while (beatLength < MinimumBeatLength)
|
|
beatLength *= 2;
|
|
|
|
int beatIndex = (int)((currentTrackTime - timingPoint.Time) / beatLength) - (effectPoint.OmitFirstBarLine ? 1 : 0);
|
|
|
|
// The beats before the start of the first control point are off by 1, this should do the trick
|
|
if (currentTrackTime < timingPoint.Time)
|
|
beatIndex--;
|
|
|
|
TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % beatLength;
|
|
if (TimeUntilNextBeat < 0)
|
|
TimeUntilNextBeat += beatLength;
|
|
|
|
TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
|
|
|
|
if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
|
|
return;
|
|
|
|
using (BeginDelayedSequence(-TimeSinceLastBeat, true))
|
|
OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? defaultAmplitudes);
|
|
|
|
lastBeat = beatIndex;
|
|
lastTimingPoint = timingPoint;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(IBindable<WorkingBeatmap> beatmap)
|
|
{
|
|
Beatmap.BindTo(beatmap);
|
|
|
|
defaultTiming = new TimingControlPoint
|
|
{
|
|
BeatLength = default_beat_length,
|
|
};
|
|
|
|
defaultEffect = new EffectControlPoint
|
|
{
|
|
KiaiMode = false,
|
|
OmitFirstBarLine = false
|
|
};
|
|
|
|
defaultAmplitudes = new TrackAmplitudes
|
|
{
|
|
FrequencyAmplitudes = new float[256],
|
|
LeftChannel = 0,
|
|
RightChannel = 0
|
|
};
|
|
}
|
|
|
|
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
|
{
|
|
}
|
|
}
|
|
}
|