mirror of
https://github.com/osukey/osukey.git
synced 2025-08-02 22:26:41 +09:00
Add tweening seek support to EditorClock
This commit is contained in:
@ -3,6 +3,8 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Transforms;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
@ -13,7 +15,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// <summary>
|
||||
/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
|
||||
/// </summary>
|
||||
public class EditorClock : DecoupleableInterpolatingFramedClock
|
||||
public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
|
||||
{
|
||||
public readonly double TrackLength;
|
||||
|
||||
@ -21,12 +23,11 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private readonly BindableBeatDivisor beatDivisor;
|
||||
|
||||
public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
|
||||
{
|
||||
this.beatDivisor = beatDivisor;
|
||||
private readonly DecoupleableInterpolatingFramedClock underlyingClock;
|
||||
|
||||
ControlPointInfo = beatmap.Beatmap.ControlPointInfo;
|
||||
TrackLength = beatmap.Track.Length;
|
||||
public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
|
||||
: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
|
||||
{
|
||||
}
|
||||
|
||||
public EditorClock(ControlPointInfo controlPointInfo, double trackLength, BindableBeatDivisor beatDivisor)
|
||||
@ -35,6 +36,8 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
ControlPointInfo = controlPointInfo;
|
||||
TrackLength = trackLength;
|
||||
|
||||
underlyingClock = new DecoupleableInterpolatingFramedClock();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -79,20 +82,30 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private void seek(int direction, bool snapped, double amount = 1)
|
||||
{
|
||||
double current = CurrentTime;
|
||||
|
||||
// if a seek transform is active, use its end time instead of the reported current time.
|
||||
var existingTransform = Transforms.OfType<TransformSeek>().FirstOrDefault();
|
||||
|
||||
// but only if the requested direction is in the same direction as the transform.
|
||||
// this allows quick pivoting rather than resetting the transform for the first opposite direction movement.
|
||||
if (existingTransform != null && Math.Sign(existingTransform.EndValue - current) == Math.Sign(direction))
|
||||
current = existingTransform.EndValue;
|
||||
|
||||
if (amount <= 0) throw new ArgumentException("Value should be greater than zero", nameof(amount));
|
||||
|
||||
var timingPoint = ControlPointInfo.TimingPointAt(CurrentTime);
|
||||
var timingPoint = ControlPointInfo.TimingPointAt(current);
|
||||
|
||||
if (direction < 0 && timingPoint.Time == CurrentTime)
|
||||
if (direction < 0 && timingPoint.Time == current)
|
||||
// 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
|
||||
timingPoint = ControlPointInfo.TimingPointAt(CurrentTime - 1);
|
||||
timingPoint = ControlPointInfo.TimingPointAt(current - 1);
|
||||
|
||||
double seekAmount = timingPoint.BeatLength / beatDivisor.Value * amount;
|
||||
double seekTime = CurrentTime + seekAmount * direction;
|
||||
double seekTime = current + seekAmount * direction;
|
||||
|
||||
if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
|
||||
{
|
||||
Seek(seekTime);
|
||||
SeekTo(seekTime);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -110,7 +123,7 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
// 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))
|
||||
if (Precision.AlmostEquals(current, seekTime))
|
||||
{
|
||||
closestBeat += direction > 0 ? 1 : -1;
|
||||
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
||||
@ -125,7 +138,97 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
// Ensure the sought point is within the boundaries
|
||||
seekTime = Math.Clamp(seekTime, 0, TrackLength);
|
||||
Seek(seekTime);
|
||||
SeekTo(seekTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current time of this clock, include any active transform seeks performed via <see cref="SeekTo"/>.
|
||||
/// </summary>
|
||||
public double CurrentTimeAccurate =>
|
||||
Transforms.OfType<TransformSeek>().FirstOrDefault()?.EndValue ?? CurrentTime;
|
||||
|
||||
public double CurrentTime => underlyingClock.CurrentTime;
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
ClearTransforms();
|
||||
underlyingClock.Reset();
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
ClearTransforms();
|
||||
underlyingClock.Start();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
underlyingClock.Stop();
|
||||
}
|
||||
|
||||
public bool Seek(double position)
|
||||
{
|
||||
ClearTransforms();
|
||||
return underlyingClock.Seek(position);
|
||||
}
|
||||
|
||||
public void ResetSpeedAdjustments() => underlyingClock.ResetSpeedAdjustments();
|
||||
|
||||
double IAdjustableClock.Rate
|
||||
{
|
||||
get => underlyingClock.Rate;
|
||||
set => underlyingClock.Rate = value;
|
||||
}
|
||||
|
||||
double IClock.Rate => underlyingClock.Rate;
|
||||
|
||||
public bool IsRunning => underlyingClock.IsRunning;
|
||||
|
||||
public void ProcessFrame() => underlyingClock.ProcessFrame();
|
||||
|
||||
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
|
||||
|
||||
public double FramesPerSecond => underlyingClock.FramesPerSecond;
|
||||
|
||||
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
|
||||
|
||||
public void ChangeSource(IClock source) => underlyingClock.ChangeSource(source);
|
||||
|
||||
public IClock Source => underlyingClock.Source;
|
||||
|
||||
public bool IsCoupled
|
||||
{
|
||||
get => underlyingClock.IsCoupled;
|
||||
set => underlyingClock.IsCoupled = value;
|
||||
}
|
||||
|
||||
private const double transform_time = 300;
|
||||
|
||||
public void SeekTo(double seekDestination)
|
||||
{
|
||||
if (IsRunning)
|
||||
Seek(seekDestination);
|
||||
else
|
||||
transformSeekTo(seekDestination, transform_time, Easing.OutQuint);
|
||||
}
|
||||
|
||||
private void transformSeekTo(double seek, double duration = 0, Easing easing = Easing.None)
|
||||
=> this.TransformTo(this.PopulateTransform(new TransformSeek(), seek, duration, easing));
|
||||
|
||||
private double currentTime
|
||||
{
|
||||
get => underlyingClock.CurrentTime;
|
||||
set => underlyingClock.Seek(value);
|
||||
}
|
||||
|
||||
private class TransformSeek : Transform<double, EditorClock>
|
||||
{
|
||||
public override string TargetMember => nameof(currentTime);
|
||||
|
||||
protected override void Apply(EditorClock clock, double time) =>
|
||||
clock.currentTime = Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
|
||||
|
||||
protected override void ReadIntoStartValue(EditorClock clock) => StartValue = clock.currentTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user