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Funkin/source/funkin/util/TimerUtil.hx
2025-07-09 01:02:55 -05:00

209 lines
4.1 KiB
Haxe

package funkin.util;
import flixel.util.FlxSignal;
import flixel.util.FlxTimer;
import funkin.Conductor;
import haxe.ds.ArraySort;
/**
* A data structure representing a sequence event.
*/
typedef SequenceEvent =
{
/**
* The time in seconds to wait before triggering the event.
*/
time:Float,
/**
* The callback to run when the event is triggered.
*/
callback:() -> Void
};
/**
* A timer-based event sequence.
*/
@:nullSafety
class Sequence
{
/**
* Create a new sequence.
* @param events A list of `SequenceEvent`s.
* @param mult Optional multiplier for callback times. Useful for frame-based or music-based timing.
* @param start Whether to immediately start the sequence.
*/
public function new(events:Array<SequenceEvent>, mult:Float = 1, start:Bool = true)
{
if (events.length == 0) return;
mult = Math.max(0, mult);
for (event in events)
{
timers.push(new FlxTimer().start(event.time * mult, function(timer:FlxTimer) {
event.callback();
timers.remove(timer);
}));
}
running = start;
}
/**
* The list of uncompleted timers for their respective events.
*/
final timers:Array<FlxTimer> = [];
/**
* Controls whether this sequence is running or not.
*/
public var running(get, set):Bool;
var _running:Bool = false;
function get_running():Bool
{
return completed ? false : _running;
}
function set_running(v:Bool):Bool
{
if (completed) return false;
for (timer in timers)
{
timer.active = v;
}
_running = v;
return _running;
}
/**
* Whether this sequence has completed.
*/
public var completed(get, never):Bool;
function get_completed():Bool
{
return timers.length == 0;
}
/**
* Clean up and destroy this sequence.
*/
public function destroy():Void
{
while (!completed)
{
var timer:Null<FlxTimer> = timers.pop();
timer?.cancel();
timer?.destroy();
}
}
}
/**
* A song-based event sequence.
*/
@:nullSafety
class SongSequence
{
/**
* Signal dispatched by `Conductor.instance.update`.
*/
static final update:FlxSignal = new FlxSignal();
/**
* Create a new sequence.
* @param events A list of `SequenceEvent`s.
* @param mult Optional multiplier for callback times. Useful for frame-based or music-based timing.
* @param start Whether or not to immediately start the sequence.
*/
public function new(events:Array<SequenceEvent>, mult:Float = 1, start:Bool = true)
{
if (events.length == 0) return;
mult = Math.max(0, mult);
for (event in events)
{
event.time *= mult * 1000;
this.events.push(event);
}
ArraySort.sort(this.events, function(a:SequenceEvent, b:SequenceEvent):Int {
if (a.time < b.time) return -1;
if (a.time > b.time) return 1;
return 0;
});
running = start;
update.add(onUpdate);
}
/**
* Keeps track of the time this sequence started, or the relative time if it was previously stopped.
*/
var startTime:Float = 0;
/**
* The list of uncompleted events.
*/
final events:Array<SequenceEvent> = [];
/**
* Update function invoked by the update signal.
*/
function onUpdate():Void
{
if (!running) return;
while (events.length > 0 && events[0].time + startTime <= Conductor.instance.songPosition)
{
events.shift()?.callback();
}
if (completed) destroy();
}
/**
* Controls whether this sequence is running.
*/
public var running(get, set):Bool;
var _running:Bool = false;
function get_running():Bool
{
return _running && !completed;
}
function set_running(v:Bool):Bool
{
if (completed) return false;
if (v != _running) startTime = Conductor.instance.songPosition - startTime; // it works trust me
_running = v;
return _running;
}
/**
* Whether this sequence has completed.
*/
public var completed(get, never):Bool;
function get_completed():Bool
{
return events.length == 0;
}
/**
* Clean up and destroy this sequence.
*/
public function destroy():Void
{
update.remove(onUpdate);
while (!completed)
{
events.pop();
}
}
}