osu/osu.Game/Graphics/Containers/BeatSyncedContainer.cs

60 lines
2.4 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// 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<WorkingBeatmap> beatmap;
private int beat;
private double timingPointStart;
//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 != null)
{
double currentTime = beatmap.Value.Track.CurrentTime;
ControlPoint kiaiControlPoint;
ControlPoint controlPoint = beatmap.Value.Beatmap.TimingInfo.TimingPointAt(currentTime, out kiaiControlPoint);
if (controlPoint != null)
{
double oldTimingPointStart = timingPointStart;
double beatLength = controlPoint.BeatLength;
int oldBeat = beat;
bool kiai = kiaiControlPoint?.KiaiMode ?? false;
timingPointStart = controlPoint.Time;
beat = beatLength > min_beat_length ? (int)((currentTime - timingPointStart) / beatLength) : 0;
//should we handle negative beats? (before the start of the controlPoint)
//The beats before the start of the first control point are off by 1, this should do the trick
if (currentTime <= timingPointStart)
beat--;
if ((timingPointStart != oldTimingPointStart || beat != oldBeat) && (int)((currentTime - timingPointStart) % beatLength) <= seek_tolerance)
OnNewBeat(beat, beatLength, controlPoint.TimeSignature, kiai);
}
}
}
protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai)
{
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
beatmap = game.Beatmap;
}
}
}