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https://github.com/osukey/osukey.git
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Give editor a custom clock to handle seeking
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@ -9,9 +9,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit.Tools;
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@ -35,8 +33,6 @@ namespace osu.Game.Rulesets.Edit
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private IAdjustableClock adjustableClock;
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protected HitObjectComposer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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@ -45,10 +41,8 @@ namespace osu.Game.Rulesets.Edit
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}
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[BackgroundDependencyLoader(true)]
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private void load([NotNull] OsuGameBase osuGame, [NotNull] IAdjustableClock adjustableClock, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
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private void load([NotNull] OsuGameBase osuGame, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
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{
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this.adjustableClock = adjustableClock;
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if (beatDivisor != null)
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this.beatDivisor.BindTo(beatDivisor);
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@ -148,106 +142,6 @@ namespace osu.Game.Rulesets.Edit
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});
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}
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protected override bool OnWheel(InputState state)
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{
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if (state.Mouse.WheelDelta > 0)
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SeekBackward(true);
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else
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SeekForward(true);
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return true;
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}
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/// <summary>
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/// Seeks the current time one beat-snapped beat-length backwards.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat.</param>
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public void SeekBackward(bool snapped = false) => seek(-1, snapped);
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/// <summary>
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/// Seeks the current time one beat-snapped beat-length forwards.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat.</param>
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public void SeekForward(bool snapped = false) => seek(1, snapped);
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private void seek(int direction, bool snapped)
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{
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var cpi = beatmap.Value.Beatmap.ControlPointInfo;
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var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
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if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
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{
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// 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
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int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
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while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
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timingPoint = cpi.TimingPoints[--activeIndex];
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}
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double seekAmount = timingPoint.BeatLength / beatDivisor;
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double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
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if (!snapped || cpi.TimingPoints.Count == 0)
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{
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adjustableClock.Seek(seekTime);
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return;
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}
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// We will be snapping to beats within timingPoint
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seekTime -= timingPoint.Time;
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// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(seekTime / seekAmount);
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else
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closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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// 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.
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// Instead, we'll go to the next beat in the direction when this is the case
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if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
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{
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closestBeat += direction > 0 ? 1 : -1;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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}
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if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
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seekTime = timingPoint.Time;
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var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime > nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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adjustableClock.Seek(seekTime);
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}
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public void SeekTo(double seekTime, bool snapped = false)
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{
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if (!snapped)
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{
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adjustableClock.Seek(seekTime);
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return;
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}
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var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
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double beatSnapLength = timingPoint.BeatLength / beatDivisor;
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// We will be snapping to beats within the timing point
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seekTime -= timingPoint.Time;
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// Determine the index from the current timing point of the closest beat to seekTime
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int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
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seekTime = timingPoint.Time + closestBeat * beatSnapLength;
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// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
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// the next timing point's start time
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var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime > nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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adjustableClock.Seek(seekTime);
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}
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private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
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protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
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@ -55,11 +55,9 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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if (Beatmap.Value.Track.Length == double.PositiveInfinity) return;
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float markerPos = MathHelper.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
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seekTo(markerPos / DrawWidth * Beatmap.Value.Track.Length);
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adjustableClock.Seek(markerPos / DrawWidth * Beatmap.Value.Track.Length);
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}
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private void seekTo(double time) => adjustableClock.Seek(time);
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protected override void Update()
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{
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base.Update();
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@ -17,8 +17,15 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary
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/// </summary>
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public class SummaryTimeline : BottomBarContainer
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{
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private readonly IAdjustableClock adjustableClock;
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public SummaryTimeline(IAdjustableClock adjustableClock)
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{
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this.adjustableClock = adjustableClock;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, IAdjustableClock adjustableClock)
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private void load(OsuColour colours)
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{
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TimelinePart markerPart, controlPointPart, bookmarkPart, breakPart;
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@ -12,6 +12,7 @@ using osu.Game.Screens.Edit.Menus;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Edit.Screens;
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@ -32,6 +33,10 @@ namespace osu.Game.Screens.Edit
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private EditorScreen currentScreen;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private EditorClock clock;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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@ -42,11 +47,11 @@ namespace osu.Game.Screens.Edit
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{
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// TODO: should probably be done at a RulesetContainer level to share logic with Player.
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var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
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var adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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adjustableClock.ChangeSource(sourceClock);
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clock = new EditorClock(Beatmap.Value.Beatmap.ControlPointInfo, beatDivisor) { IsCoupled = false };
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clock.ChangeSource(sourceClock);
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dependencies.CacheAs<IAdjustableClock>(adjustableClock);
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dependencies.CacheAs<IFrameBasedClock>(adjustableClock);
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dependencies.CacheAs<IFrameBasedClock>(clock);
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dependencies.CacheAs<IAdjustableClock>(clock);
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EditorMenuBar menuBar;
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TimeInfoContainer timeInfo;
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@ -123,7 +128,7 @@ namespace osu.Game.Screens.Edit
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Padding = new MarginPadding { Right = 10 },
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Child = timeInfo = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
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},
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timeline = new SummaryTimeline
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timeline = new SummaryTimeline(clock)
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{
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RelativeSizeAxes = Axes.Both,
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},
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@ -147,7 +152,6 @@ namespace osu.Game.Screens.Edit
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menuBar.Mode.ValueChanged += onModeChanged;
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bottomBackground.Colour = colours.Gray2;
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}
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private void exportBeatmap()
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@ -176,6 +180,15 @@ namespace osu.Game.Screens.Edit
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screenContainer.Add(currentScreen);
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}
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protected override bool OnWheel(InputState state)
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{
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if (state.Mouse.WheelDelta > 0)
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clock.SeekBackward(true);
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else
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clock.SeekForward(true);
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return true;
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}
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protected override void OnResuming(Screen last)
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{
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Beatmap.Value.Track?.Stop();
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107
osu.Game/Screens/Edit/EditorClock.cs
Normal file
107
osu.Game/Screens/Edit/EditorClock.cs
Normal file
@ -0,0 +1,107 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Edit.Screens.Compose;
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namespace osu.Game.Screens.Edit
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{
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public class EditorClock : DecoupleableInterpolatingFramedClock
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{
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private readonly ControlPointInfo controlPointInfo;
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private readonly BindableBeatDivisor beatDivisor;
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public EditorClock(ControlPointInfo controlPointInfo, BindableBeatDivisor beatDivisor)
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{
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this.controlPointInfo = controlPointInfo;
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this.beatDivisor = beatDivisor;
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}
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public bool SeekSnapped(double position)
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{
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var timingPoint = controlPointInfo.TimingPointAt(position);
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double beatSnapLength = timingPoint.BeatLength / beatDivisor;
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// We will be snapping to beats within the timing point
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position -= timingPoint.Time;
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// Determine the index from the current timing point of the closest beat to position
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int closestBeat = (int)Math.Round(position / beatSnapLength);
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position = timingPoint.Time + closestBeat * beatSnapLength;
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// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
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// the next timing point's start time
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var nextTimingPoint = controlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (position > nextTimingPoint?.Time)
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position = nextTimingPoint.Time;
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return Seek(position);
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}
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/// <summary>
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/// Seeks the current time one beat-snapped beat-length backwards.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat.</param>
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public void SeekBackward(bool snapped = false) => seek(-1, snapped);
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/// <summary>
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/// Seeks the current time one beat-snapped beat-length forwards.
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/// </summary>
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/// <param name="snapped">Whether to snap to the closest beat.</param>
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public void SeekForward(bool snapped = false) => seek(1, snapped);
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private void seek(int direction, bool snapped)
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{
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var timingPoint = controlPointInfo.TimingPointAt(CurrentTime);
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if (direction < 0 && timingPoint.Time == CurrentTime)
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{
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// 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
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int activeIndex = controlPointInfo.TimingPoints.IndexOf(timingPoint);
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while (activeIndex > 0 && CurrentTime == timingPoint.Time)
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timingPoint = controlPointInfo.TimingPoints[--activeIndex];
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}
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double seekAmount = timingPoint.BeatLength / beatDivisor;
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double seekTime = CurrentTime + seekAmount * direction;
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if (!snapped || controlPointInfo.TimingPoints.Count == 0)
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{
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Seek(seekTime);
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return;
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}
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// We will be snapping to beats within timingPoint
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seekTime -= timingPoint.Time;
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// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(seekTime / seekAmount);
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else
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closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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// 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.
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// Instead, we'll go to the next beat in the direction when this is the case
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if (Precision.AlmostEquals(CurrentTime, seekTime))
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{
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closestBeat += direction > 0 ? 1 : -1;
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seekTime = timingPoint.Time + closestBeat * seekAmount;
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}
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if (seekTime < timingPoint.Time && timingPoint != controlPointInfo.TimingPoints.First())
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seekTime = timingPoint.Time;
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var nextTimingPoint = controlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
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if (seekTime > nextTimingPoint?.Time)
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seekTime = nextTimingPoint.Time;
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Seek(seekTime);
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}
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}
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}
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