Add tweening seek support to EditorClock

This commit is contained in:
Dean Herbert
2020-05-22 16:40:52 +09:00
parent dd09d7830d
commit d18eb663b1
8 changed files with 129 additions and 25 deletions

View File

@ -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;
}
}
}