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timer sequence
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source/funkin
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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) @:privateAccess SongSequence.update.dispatch();
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}
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/**
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@ -1,7 +1,11 @@
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package funkin.util;
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import flixel.util.FlxSignal;
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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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import haxe.ds.ArraySort;
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class TimerUtil
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{
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@ -47,3 +51,197 @@ class TimerUtil
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return '${seconds * 1000} ms';
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}
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}
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/**
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* A data structure representing a sequence event.
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*/
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typedef SequenceEvent =
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{
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/**
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* The time in seconds to wait before triggering the event.
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*/
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time:Float,
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/**
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* The callback to run when the event is triggered.
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*/
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callback:()->Void
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};
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/**
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* A timer-based event sequence.
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*/
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@:nullSafety
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class Sequence
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{
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/**
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* Create a new sequence.
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* @param events A list of `SequenceEvent`s.
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* @param mult Optional multiplier for callback times. Useful for frame-based or music-based timing.
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* @param start Whether 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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if (events.length == 0) return;
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mult = Math.max(0, mult);
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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 for their respective events.
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*/
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private final timers:Array<FlxTimer> = new Array<FlxTimer>();
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/**
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* Controls whether this sequence is running or not.
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*/
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public var running(get, set):Bool;
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private var _running:Bool = false;
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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 (completed) return false;
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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 this sequence has completed.
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*/
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public var completed(get, never):Bool;
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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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while (!completed)
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{
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var timer:Null<FlxTimer> = timers.pop();
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timer?.cancel();
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timer?.destroy();
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}
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}
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}
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/**
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* A song-based event sequence.
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*/
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@:nullSafety
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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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private static final update:FlxSignal = new FlxSignal();
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/**
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* Create a new sequence.
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* @param events A list of `SequenceEvent`s.
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* @param mult Optional multiplier for callback times. Useful 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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if (events.length == 0) return;
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mult = Math.max(0, mult);
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for (event in events)
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{
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event.time *= mult * 1000;
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this.events.push(event);
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}
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ArraySort.sort(this.events, function(a:SequenceEvent, b:SequenceEvent):Int
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{
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if (a.time < b.time) return -1;
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if (a.time > b.time) return 1;
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return 0;
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});
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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 = 0;
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/**
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* The list of uncompleted events.
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*/
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private final events:Array<SequenceEvent> = new 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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while (events.length > 0 && events[0].time + startTime <= Conductor.instance.songPosition) events.shift()?.callback();
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if (completed) destroy();
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}
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/**
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* Controls whether this sequence is running.
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*/
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public var running(get, set):Bool;
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private var _running:Bool = false;
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@:noCompletion public function get_running():Bool
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{
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return _running && !completed;
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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 (completed) return false;
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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 this sequence has completed.
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*/
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public var completed(get, never):Bool;
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@:noCompletion public function get_completed():Bool
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{
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return events.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) events.pop();
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}
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}
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