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Funkin/source/funkin/ui/debug/latency/LatencyState.hx

389 lines
11 KiB
Haxe

package funkin.ui.debug.latency;
import funkin.data.notestyle.NoteStyleRegistry;
import flixel.FlxSprite;
import flixel.FlxSubState;
import flixel.group.FlxGroup;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxMath;
import funkin.ui.MusicBeatSubState;
import flixel.sound.FlxSound;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import funkin.audio.visualize.PolygonSpectogram;
import funkin.play.notes.NoteSprite;
import funkin.ui.debug.latency.CoolStatsGraph;
import openfl.events.KeyboardEvent;
import funkin.input.PreciseInputManager;
import funkin.play.notes.Strumline;
import funkin.ui.mainmenu.MainMenuState;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongData.SongNoteData;
import haxe.Timer;
import flixel.FlxCamera;
class LatencyState extends MusicBeatSubState
{
var visualOffsetText:FlxText;
var offsetText:FlxText;
var noteGrp:Array<SongNoteData> = [];
var strumLine:Strumline;
var blocks:FlxTypedGroup<FlxSprite>;
var songPosVis:FlxSprite;
var songVisFollowVideo:FlxSprite;
var songVisFollowAudio:FlxSprite;
var beatTrail:FlxSprite;
var diffGrp:FlxTypedGroup<FlxText>;
var offsetsPerBeat:Array<Null<Int>> = [];
var swagSong:HomemadeMusic;
var previousVolume:Float;
var stateCamera:FlxCamera;
/**
* A local conductor instance for this testing class, in-case we are in a PlayState
* because I'm too lazy to set the old variables for conductor stuff !
*/
var localConductor:Conductor;
// stores values of what the previous persistent draw/update stuff was, example if opened
// from pause menu, we want to NOT draw persistently, but then resume drawing once closed
var prevPersistentDraw:Bool;
var prevPersistentUpdate:Bool;
override function create()
{
super.create();
prevPersistentDraw = FlxG.state.persistentDraw;
prevPersistentUpdate = FlxG.state.persistentUpdate;
FlxG.state.persistentDraw = false;
FlxG.state.persistentUpdate = false;
localConductor = new Conductor();
conductorInUse = localConductor;
stateCamera = new FlxCamera(0, 0, FlxG.width, FlxG.height);
stateCamera.bgColor = FlxColor.BLACK;
FlxG.cameras.add(stateCamera);
var bg:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK);
add(bg);
if (FlxG.sound.music != null)
{
previousVolume = FlxG.sound.music.volume;
FlxG.sound.music.volume = 0; // only want to mute the volume, incase we are coming from pause menu
}
else
previousVolume = 1; // defaults to 1 if no music is playing 🤔 also fuck it, emoji in code comment
swagSong = new HomemadeMusic();
swagSong.loadEmbedded(Paths.sound('soundTest'), true);
swagSong.looped = true;
swagSong.play();
FlxG.sound.list.add(swagSong);
PreciseInputManager.instance.onInputPressed.add(preciseInputPressed);
PreciseInputManager.instance.onInputReleased.add(preciseInputReleased);
localConductor.forceBPM(60);
Conductor.instance.forceBPM(60);
diffGrp = new FlxTypedGroup<FlxText>();
add(diffGrp);
for (beat in 0...Math.floor(swagSong.length / (localConductor.stepLengthMs * 2)))
{
var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * (localConductor.stepLengthMs * 2)), FlxG.height - 15);
beatTick.makeGraphic(2, 15);
beatTick.alpha = 0.3;
add(beatTick);
var offsetTxt:FlxText = new FlxText(songPosToX(beat * (localConductor.stepLengthMs * 2)), FlxG.height - 26, 0, "");
offsetTxt.alpha = 0.5;
diffGrp.add(offsetTxt);
offsetsPerBeat.push(null);
}
songVisFollowAudio = new FlxSprite(0, FlxG.height - 20).makeGraphic(2, 20, FlxColor.YELLOW);
add(songVisFollowAudio);
songVisFollowVideo = new FlxSprite(0, FlxG.height - 20).makeGraphic(2, 20, FlxColor.BLUE);
add(songVisFollowVideo);
songPosVis = new FlxSprite(0, FlxG.height - 20).makeGraphic(2, 20, FlxColor.RED);
add(songPosVis);
beatTrail = new FlxSprite(0, songPosVis.y).makeGraphic(2, 20, FlxColor.PURPLE);
beatTrail.alpha = 0.7;
add(beatTrail);
blocks = new FlxTypedGroup<FlxSprite>();
add(blocks);
for (i in 0...8)
{
var block = new FlxSprite(2, ((FlxG.height / 8) + 2) * i).makeGraphic(Std.int(FlxG.height / 8), Std.int((FlxG.height / 8) - 4));
block.alpha = 0.1;
blocks.add(block);
}
var strumlineBG:FlxSprite = new FlxSprite();
add(strumlineBG);
strumLine = new Strumline(NoteStyleRegistry.instance.fetchDefault(), true);
strumLine.conductorInUse = localConductor;
strumLine.screenCenter();
add(strumLine);
strumlineBG.x = strumLine.x;
strumlineBG.makeGraphic(Std.int(strumLine.width), FlxG.height, 0xFFFFFFFF);
strumlineBG.alpha = 0.1;
visualOffsetText = new FlxText();
visualOffsetText.setFormat(Paths.font("vcr.ttf"), 20);
visualOffsetText.x = (FlxG.height / 8) + 10;
visualOffsetText.y = 10;
visualOffsetText.fieldWidth = strumLine.x - visualOffsetText.x - 10;
add(visualOffsetText);
offsetText = new FlxText();
offsetText.setFormat(Paths.font("vcr.ttf"), 20);
offsetText.x = strumLine.x + strumLine.width + 10;
offsetText.y = 10;
offsetText.fieldWidth = FlxG.width - offsetText.x - 10;
add(offsetText);
var helpText:FlxText = new FlxText();
helpText.setFormat(Paths.font("vcr.ttf"), 20);
helpText.text = "Press BACK to return to main menu";
helpText.x = FlxG.width - helpText.width;
helpText.y = FlxG.height - (helpText.height * 2) - 2;
add(helpText);
regenNoteData();
}
function preciseInputPressed(event:PreciseInputEvent)
{
generateBeatStuff(event);
strumLine.pressKey(event.noteDirection);
strumLine.playPress(event.noteDirection);
}
function preciseInputReleased(event:PreciseInputEvent)
{
strumLine.playStatic(event.noteDirection);
strumLine.releaseKey(event.noteDirection);
}
override public function close():Void
{
cleanup();
super.close();
}
function cleanup():Void
{
PreciseInputManager.instance.onInputPressed.remove(preciseInputPressed);
PreciseInputManager.instance.onInputReleased.remove(preciseInputReleased);
if (FlxG.sound.music != null)
{
FlxG.sound.music.volume = previousVolume;
}
swagSong.stop();
FlxG.sound.list.remove(swagSong);
FlxG.cameras.remove(stateCamera);
FlxG.state.persistentDraw = prevPersistentDraw;
FlxG.state.persistentUpdate = prevPersistentUpdate;
}
function regenNoteData()
{
for (i in 0...32)
{
var note:SongNoteData = new SongNoteData((localConductor.stepLengthMs * 2) * i, 1);
noteGrp.push(note);
}
strumLine.applyNoteData(noteGrp);
}
override function stepHit():Bool
{
if (localConductor.currentStep % 4 == 2)
{
blocks.members[((localConductor.currentBeat % 8) + 1) % 8].alpha = 0.5;
}
return super.stepHit();
}
override function beatHit():Bool
{
if (localConductor.currentBeat % 8 == 0) blocks.forEach(blok -> {
blok.alpha = 0.1;
});
blocks.members[localConductor.currentBeat % 8].alpha = 1;
// block.visible = !block.visible;
return super.beatHit();
}
override function update(elapsed:Float)
{
/* trace("1: " + swagSong.frfrTime);
@:privateAccess
trace(FlxG.sound.music._channel.position);
*/
localConductor.update(swagSong.time, false);
// localConductor.songPosition += (Timer.stamp() * 1000) - FlxG.sound.music.prevTimestamp;
songPosVis.x = songPosToX(localConductor.songPosition);
songVisFollowAudio.x = songPosToX(localConductor.songPosition - localConductor.audioVisualOffset);
songVisFollowVideo.x = songPosToX(localConductor.songPosition - localConductor.inputOffset);
visualOffsetText.text = "Visual Offset: " + localConductor.audioVisualOffset + "ms";
visualOffsetText.text += "\n\nYou can press SPACE+Left/Right to change this value.";
visualOffsetText.text += "\n\nYou can hold SHIFT to step 1ms at a time";
offsetText.text = "INPUT Offset (Left/Right to change): " + localConductor.inputOffset + "ms";
offsetText.text += "\n\nYou can hold SHIFT to step 1ms at a time";
var avgOffsetInput:Float = 0;
var loopInd:Int = 0;
for (offsetThing in offsetsPerBeat)
{
if (offsetThing == null) continue;
avgOffsetInput += offsetThing;
loopInd++;
}
avgOffsetInput /= loopInd;
offsetText.text += "\n\nEstimated average input offset needed: " + avgOffsetInput;
var multiply:Int = 10;
if (FlxG.keys.pressed.SHIFT) multiply = 1;
if (FlxG.keys.pressed.CONTROL || FlxG.keys.pressed.SPACE)
{
if (FlxG.keys.justPressed.RIGHT)
{
localConductor.audioVisualOffset += 1 * multiply;
}
if (FlxG.keys.justPressed.LEFT)
{
localConductor.audioVisualOffset -= 1 * multiply;
}
}
else
{
if (FlxG.keys.anyJustPressed([LEFT, RIGHT]))
{
if (FlxG.keys.justPressed.RIGHT)
{
localConductor.inputOffset += 1 * multiply;
}
if (FlxG.keys.justPressed.LEFT)
{
localConductor.inputOffset -= 1 * multiply;
}
// reset the average, so you don't need to wait a full loop to start getting averages
// also reset each text member
offsetsPerBeat = [];
diffGrp.forEach(memb -> memb.text = "");
}
}
if (controls.BACK)
{
// close();
cleanup();
FlxG.switchState(() -> new MainMenuState());
}
super.update(elapsed);
}
function generateBeatStuff(event:PreciseInputEvent)
{
// localConductor.update(swagSong.getTimeWithDiff());
var inputLatencyMs:Float = haxe.Int64.toInt(PreciseInputManager.getCurrentTimestamp() - event.timestamp) / 1000.0 / 1000.0;
// trace("input latency: " + inputLatencyMs + "ms");
// trace("cur timestamp: " + PreciseInputManager.getCurrentTimestamp() + "ns");
// trace("event timestamp: " + event.timestamp + "ns");
// trace("songtime: " + localConductor.getTimeWithDiff(swagSong) + "ms");
var closestBeat:Int = Math.round(localConductor.getTimeWithDiff(swagSong) / (localConductor.stepLengthMs * 2)) % diffGrp.members.length;
var getDiff:Float = localConductor.getTimeWithDiff(swagSong) - (closestBeat * (localConductor.stepLengthMs * 2));
// getDiff -= localConductor.inputOffset;
getDiff -= inputLatencyMs;
getDiff -= localConductor.audioVisualOffset;
// lil fix for end of song
if (closestBeat == 0 && getDiff >= localConductor.stepLengthMs * 2) getDiff -= swagSong.length;
beatTrail.x = songPosVis.x;
diffGrp.members[closestBeat].text = getDiff + "ms";
offsetsPerBeat[closestBeat] = Math.round(getDiff);
}
function songPosToX(pos:Float):Float
{
return FlxMath.remapToRange(pos, 0, swagSong.length, 0, FlxG.width);
}
}
class HomemadeMusic extends FlxSound
{
public var prevTimestamp:Int = 0;
public function new()
{
super();
}
var prevTime:Float = 0;
override function update(elapsed:Float)
{
super.update(elapsed);
if (prevTime != time)
{
prevTime = time;
prevTimestamp = Std.int(Timer.stamp() * 1000);
}
}
public function getTimeWithDiff():Float
{
return time + (Std.int(Timer.stamp() * 1000) - prevTimestamp);
}
}