Merge pull request #18339 from peppy/editor-timing

Add first pieces of editor timing UI
This commit is contained in:
Dan Balasescu
2022-05-23 11:12:22 +09:00
committed by GitHub
15 changed files with 580 additions and 76 deletions

View File

@ -5,9 +5,7 @@ using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Play;
@ -74,65 +72,38 @@ namespace osu.Game.Graphics.Containers
/// </summary>
protected bool IsBeatSyncedWithTrack { get; private set; }
[Resolved]
protected IBeatSyncProvider BeatSyncSource { get; private set; }
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
}
[Resolved]
protected IBindable<WorkingBeatmap> Beatmap { get; private set; }
[Resolved(canBeNull: true)]
protected GameplayClock GameplayClock { get; private set; }
protected IClock BeatSyncClock
{
get
{
if (GameplayClock != null)
return GameplayClock;
if (Beatmap.Value.TrackLoaded)
return Beatmap.Value.Track;
return null;
}
}
protected override void Update()
{
ITrack track = null;
IBeatmap beatmap = null;
TimingControlPoint timingPoint;
EffectControlPoint effectPoint;
IClock clock = BeatSyncClock;
IsBeatSyncedWithTrack = BeatSyncSource.Clock?.IsRunning == true;
if (clock == null)
return;
double currentTrackTime = clock.CurrentTime + EarlyActivationMilliseconds;
if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded)
{
track = Beatmap.Value.Track;
beatmap = Beatmap.Value.Beatmap;
}
IsBeatSyncedWithTrack = beatmap != null && clock.IsRunning && track?.Length > 0;
double currentTrackTime;
if (IsBeatSyncedWithTrack)
{
Debug.Assert(beatmap != null);
Debug.Assert(BeatSyncSource.ControlPoints != null);
Debug.Assert(BeatSyncSource.Clock != null);
timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
currentTrackTime = BeatSyncSource.Clock.CurrentTime + EarlyActivationMilliseconds;
timingPoint = BeatSyncSource.ControlPoints.TimingPointAt(currentTrackTime);
effectPoint = BeatSyncSource.ControlPoints.EffectPointAt(currentTrackTime);
}
else
{
// this may be the case where the beat syncing clock has been paused.
// we still want to show an idle animation, so use this container's time instead.
currentTrackTime = Clock.CurrentTime + EarlyActivationMilliseconds;
timingPoint = TimingControlPoint.DEFAULT;
effectPoint = EffectControlPoint.DEFAULT;
}
@ -162,7 +133,7 @@ namespace osu.Game.Graphics.Containers
if (AllowMistimedEventFiring || Math.Abs(TimeSinceLastBeat) < MISTIMED_ALLOWANCE)
{
using (BeginDelayedSequence(-TimeSinceLastBeat))
OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? ChannelAmplitudes.Empty);
OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.Amplitudes ?? ChannelAmplitudes.Empty);
}
lastBeat = beatIndex;

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@ -41,7 +41,8 @@ namespace osu.Game.Graphics.UserInterfaceV2
protected const float CONTENT_PADDING_VERTICAL = 10;
protected const float CONTENT_PADDING_HORIZONTAL = 15;
protected const float CORNER_RADIUS = 15;
public const float CORNER_RADIUS = 15;
/// <summary>
/// The component that is being displayed.