// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Timing; namespace osu.Game.Graphics.Containers { public class BeatSyncedContainer : Container { private Bindable beatmap = new Bindable(); private int lastBeat; private double lastTimingPointStart; //This is to avoid sending new beats when not at the very start of the beat private const int seek_tolerance = 20; private const double min_beat_length = 1E-100; protected override void Update() { if (beatmap.Value?.Track == null) return; double trackCurrentTime = beatmap.Value.Track.CurrentTime; ControlPoint overridePoint; ControlPoint controlPoint = beatmap.Value.Beatmap.TimingInfo.TimingPointAt(trackCurrentTime, out overridePoint); if (controlPoint == null) return; bool kiai = (overridePoint ?? controlPoint).KiaiMode; double beatLength = controlPoint.BeatLength; double timingPointStart = controlPoint.Time; int beat = beatLength > min_beat_length ? (int)((trackCurrentTime - timingPointStart) / beatLength) : 0; //The beats before the start of the first control point are off by 1, this should do the trick if (trackCurrentTime < timingPointStart) beat--; if ((timingPointStart != lastTimingPointStart || beat != lastBeat) && (int)((trackCurrentTime - timingPointStart) % beatLength) <= seek_tolerance) OnNewBeat(beat, beatLength, controlPoint.TimeSignature, kiai); lastBeat = beat; lastTimingPointStart = timingPointStart; } protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai) { } [BackgroundDependencyLoader] private void load(OsuGameBase game) { beatmap.BindTo(game.Beatmap); } } }