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Merge 76dede8d19
into 0d8e4a5330
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commit
8bcd27533e
2 changed files with 179 additions and 0 deletions
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@ -6,6 +6,7 @@ import flixel.math.FlxMath;
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import funkin.data.song.SongData.SongTimeChange;
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import funkin.data.song.SongDataUtils;
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import funkin.save.Save;
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import funkin.util.TimerUtil.SongSequence;
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import haxe.Timer;
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import flixel.sound.FlxSound;
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@ -492,6 +493,8 @@ class Conductor
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prevTime = this.songPosition;
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prevTimestamp = Std.int(Timer.stamp() * 1000);
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}
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if (this == Conductor.instance) SongSequence.update.dispatch();
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}
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/**
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@ -1,5 +1,7 @@
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package funkin.util;
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import flixel.util.FlxTimer;
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import funkin.Conductor;
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import funkin.util.tools.FloatTools;
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import haxe.Timer;
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@ -47,3 +49,177 @@ class TimerUtil
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return '${seconds * 1000} ms';
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}
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}
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typedef SequenceEvent =
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{
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time: Float,
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callback: ()->Void
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};
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/**
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* A timer sequence based on FlxTimers.
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*/
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class Sequence
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{
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/**
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* Create a new timer sequence.
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* @param events A list of function callbacks along with their corresponding call times, in seconds.
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* @param mult Optional multiplier for callback times. Great for frame-based or music-based timing.
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* @param start Whether or not to immediately start the sequence.
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*/
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public function new(events:Array<SequenceEvent>, mult:Float = 1, start:Bool = true)
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{
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for (event in events)
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{
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timers.push(new FlxTimer().start(
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event.time * mult,
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function(timer:FlxTimer)
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{
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event.callback();
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timers.remove(timer);
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}
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));
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}
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running = start;
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}
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/**
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* The list of uncompleted timers.
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*/
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private final timers:Array<FlxTimer> = [];
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/**
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* Controls whether the timers in this sequence are active or not.
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*/
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public var running(get, set):Bool;
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private var _running:Bool = true;
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@:noCompletion public function get_running():Bool
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{
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return completed ? false : _running;
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}
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@:noCompletion public function set_running(v:Bool):Bool
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{
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for (timer in timers) timer.active = v;
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return _running = v;
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}
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/**
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* Whether all timers in this sequence have completed or not.
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*/
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public var completed(get, never);
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@:noCompletion public function get_completed():Bool
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{
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return timers.length == 0;
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}
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/**
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* Clean up and destroy this sequence.
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*/
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public function destroy():Void
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{
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for (timer in timers)
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{
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timer.cancel();
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timer.destroy();
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}
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while (!completed) timers.pop();
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}
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}
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/**
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* A timer sequence based on songPosition.
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*/
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class SongSequence
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{
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/**
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* Signal dispatched by Conductor.instance.update.
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*/
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public static final update(default, null):FlxSignal = new FlxSignal();
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/**
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* Create a new timer sequence (follows Conductor).
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* @param events A list of function callbacks along with their corresponding call times, in seconds.
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* @param mult Optional multiplier for callback times. Great for frame-based or music-based timing.
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* @param start Whether or not to immediately start the sequence.
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*/
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public function new(events:Array<SequenceEvent>, mult:Float = 1, start:Bool = true)
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{
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for (event in events) timers.push(event);
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startTime = Conductor.instance.songPosition;
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running = start;
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update.add(onUpdate);
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}
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/**
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* Keeps track of the time this sequence started, or the relative time if it was previously stopped.
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*/
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private var startTime:Float;
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/**
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* The list of uncompleted timers.
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*/
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private final timers:Array<SequenceEvent> = [];
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/**
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* Update function invoked by the update signal.
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*/
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private function onUpdate():Void
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{
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if (!running) return;
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var len:Int = timers.length;
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for (i in 0...len)
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{
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var timer:SequenceEvent = timers[len - 1 - i];
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if (timer.time + startTime > Conductor.instance.songPosition)
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{
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timer.callback();
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timers.remove(timer);
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}
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}
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if (completed) destroy();
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}
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/**
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* Controls whether the timers in this sequence are active or not.
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*/
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public var running(get, set):Bool;
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private var _running:Bool = true;
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@:noCompletion public function get_running():Bool
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{
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return completed ? false : _running;
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}
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@:noCompletion public function set_running(v:Bool):Bool
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{
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if (v != _running) startTime = Conductor.instance.songPosition - startTime; // it works trust me
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return _running = v;
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}
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/**
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* Whether all timers in this sequence have completed or not.
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*/
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public var completed(get, never);
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@:noCompletion public function get_completed():Bool
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{
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return timers.length == 0;
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}
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/**
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* Clean up and destroy this sequence.
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*/
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public function destroy():Void
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{
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update.remove(onUpdate);
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while (!completed) timers.pop();
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}
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}
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