Give editor a custom clock to handle seeking

This commit is contained in:
smoogipoo
2018-04-06 17:40:06 +09:00
parent e120b0edae
commit c7abd56fc4
6 changed files with 227 additions and 229 deletions

View File

@ -9,9 +9,7 @@ using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Tools;
@ -35,8 +33,6 @@ namespace osu.Game.Rulesets.Edit
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private IAdjustableClock adjustableClock;
protected HitObjectComposer(Ruleset ruleset)
{
this.ruleset = ruleset;
@ -45,10 +41,8 @@ namespace osu.Game.Rulesets.Edit
}
[BackgroundDependencyLoader(true)]
private void load([NotNull] OsuGameBase osuGame, [NotNull] IAdjustableClock adjustableClock, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
private void load([NotNull] OsuGameBase osuGame, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
{
this.adjustableClock = adjustableClock;
if (beatDivisor != null)
this.beatDivisor.BindTo(beatDivisor);
@ -148,106 +142,6 @@ namespace osu.Game.Rulesets.Edit
});
}
protected override bool OnWheel(InputState state)
{
if (state.Mouse.WheelDelta > 0)
SeekBackward(true);
else
SeekForward(true);
return true;
}
/// <summary>
/// Seeks the current time one beat-snapped beat-length backwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
/// <summary>
/// Seeks the current time one beat-snapped beat-length forwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekForward(bool snapped = false) => seek(1, snapped);
private void seek(int direction, bool snapped)
{
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
if (direction < 0 && timingPoint.Time == adjustableClock.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 = cpi.TimingPoints.IndexOf(timingPoint);
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
timingPoint = cpi.TimingPoints[--activeIndex];
}
double seekAmount = timingPoint.BeatLength / beatDivisor;
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
if (!snapped || cpi.TimingPoints.Count == 0)
{
adjustableClock.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(adjustableClock.CurrentTime, seekTime))
{
closestBeat += direction > 0 ? 1 : -1;
seekTime = timingPoint.Time + closestBeat * seekAmount;
}
if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
seekTime = timingPoint.Time;
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
if (seekTime > nextTimingPoint?.Time)
seekTime = nextTimingPoint.Time;
adjustableClock.Seek(seekTime);
}
public void SeekTo(double seekTime, bool snapped = false)
{
if (!snapped)
{
adjustableClock.Seek(seekTime);
return;
}
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
// We will be snapping to beats within the timing point
seekTime -= timingPoint.Time;
// Determine the index from the current timing point of the closest beat to seekTime
int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
seekTime = 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 = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
if (seekTime > nextTimingPoint?.Time)
seekTime = nextTimingPoint.Time;
adjustableClock.Seek(seekTime);
}
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);

View File

@ -55,11 +55,9 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
if (Beatmap.Value.Track.Length == double.PositiveInfinity) return;
float markerPos = MathHelper.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
seekTo(markerPos / DrawWidth * Beatmap.Value.Track.Length);
adjustableClock.Seek(markerPos / DrawWidth * Beatmap.Value.Track.Length);
}
private void seekTo(double time) => adjustableClock.Seek(time);
protected override void Update()
{
base.Update();

View File

@ -17,8 +17,15 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary
/// </summary>
public class SummaryTimeline : BottomBarContainer
{
private readonly IAdjustableClock adjustableClock;
public SummaryTimeline(IAdjustableClock adjustableClock)
{
this.adjustableClock = adjustableClock;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, IAdjustableClock adjustableClock)
private void load(OsuColour colours)
{
TimelinePart markerPart, controlPointPart, bookmarkPart, breakPart;

View File

@ -12,6 +12,7 @@ using osu.Game.Screens.Edit.Menus;
using osu.Game.Screens.Edit.Components.Timelines.Summary;
using osu.Framework.Allocation;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Timing;
using osu.Game.Graphics.UserInterface;
using osu.Game.Screens.Edit.Screens;
@ -32,6 +33,10 @@ namespace osu.Game.Screens.Edit
private EditorScreen currentScreen;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private EditorClock clock;
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
@ -42,11 +47,11 @@ namespace osu.Game.Screens.Edit
{
// TODO: should probably be done at a RulesetContainer level to share logic with Player.
var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
var adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
adjustableClock.ChangeSource(sourceClock);
clock = new EditorClock(Beatmap.Value.Beatmap.ControlPointInfo, beatDivisor) { IsCoupled = false };
clock.ChangeSource(sourceClock);
dependencies.CacheAs<IAdjustableClock>(adjustableClock);
dependencies.CacheAs<IFrameBasedClock>(adjustableClock);
dependencies.CacheAs<IFrameBasedClock>(clock);
dependencies.CacheAs<IAdjustableClock>(clock);
EditorMenuBar menuBar;
TimeInfoContainer timeInfo;
@ -123,7 +128,7 @@ namespace osu.Game.Screens.Edit
Padding = new MarginPadding { Right = 10 },
Child = timeInfo = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
},
timeline = new SummaryTimeline
timeline = new SummaryTimeline(clock)
{
RelativeSizeAxes = Axes.Both,
},
@ -147,7 +152,6 @@ namespace osu.Game.Screens.Edit
menuBar.Mode.ValueChanged += onModeChanged;
bottomBackground.Colour = colours.Gray2;
}
private void exportBeatmap()
@ -176,6 +180,15 @@ namespace osu.Game.Screens.Edit
screenContainer.Add(currentScreen);
}
protected override bool OnWheel(InputState state)
{
if (state.Mouse.WheelDelta > 0)
clock.SeekBackward(true);
else
clock.SeekForward(true);
return true;
}
protected override void OnResuming(Screen last)
{
Beatmap.Value.Track?.Stop();

View File

@ -0,0 +1,107 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// 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.ControlPoints;
using osu.Game.Screens.Edit.Screens.Compose;
namespace osu.Game.Screens.Edit
{
public class EditorClock : DecoupleableInterpolatingFramedClock
{
private readonly ControlPointInfo controlPointInfo;
private readonly BindableBeatDivisor beatDivisor;
public EditorClock(ControlPointInfo controlPointInfo, BindableBeatDivisor beatDivisor)
{
this.controlPointInfo = controlPointInfo;
this.beatDivisor = beatDivisor;
}
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);
}
/// <summary>
/// Seeks the current time one beat-snapped beat-length backwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
/// <summary>
/// Seeks the current time one beat-snapped beat-length forwards.
/// </summary>
/// <param name="snapped">Whether to snap to the closest beat.</param>
public void SeekForward(bool snapped = false) => seek(1, snapped);
private void seek(int direction, bool snapped)
{
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;
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;
Seek(seekTime);
}
}
}