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osu-lazer/osu.Game/Screens/Edit/BindableBeatDivisor.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Bindables;
using osu.Game.Graphics;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK.Graphics;
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namespace osu.Game.Screens.Edit
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{
public class BindableBeatDivisor : BindableInt
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{
public static readonly int[] PREDEFINED_DIVISORS = { 1, 2, 3, 4, 6, 8, 12, 16 };
public Bindable<BeatDivisorPresetCollection> ValidDivisors { get; } = new Bindable<BeatDivisorPresetCollection>(BeatDivisorPresetCollection.COMMON);
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public BindableBeatDivisor(int value = 1)
: base(value)
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{
ValidDivisors.BindValueChanged(_ => updateBindableProperties(), true);
BindValueChanged(_ => ensureValidDivisor());
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}
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private void updateBindableProperties()
{
ensureValidDivisor();
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MinValue = ValidDivisors.Value.Presets.Min();
MaxValue = ValidDivisors.Value.Presets.Max();
}
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private void ensureValidDivisor()
{
if (!ValidDivisors.Value.Presets.Contains(Value))
Value = 1;
}
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public void Next()
{
var presets = ValidDivisors.Value.Presets;
Value = presets.Cast<int?>().SkipWhile(preset => preset != Value).ElementAtOrDefault(1) ?? presets[0];
}
public void Previous()
{
var presets = ValidDivisors.Value.Presets;
Value = presets.Cast<int?>().TakeWhile(preset => preset != Value).LastOrDefault() ?? presets[^1];
}
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protected override int DefaultPrecision => 1;
public override void BindTo(Bindable<int> them)
{
// bind to valid divisors first (if applicable) to ensure correct transfer of the actual divisor.
if (them is BindableBeatDivisor otherBeatDivisor)
ValidDivisors.BindTo(otherBeatDivisor.ValidDivisors);
base.BindTo(them);
}
protected override Bindable<int> CreateInstance() => new BindableBeatDivisor();
/// <summary>
/// Retrieves the appropriate colour for a beat divisor.
/// </summary>
/// <param name="beatDivisor">The beat divisor.</param>
/// <param name="colours">The set of colours.</param>
/// <returns>The applicable colour from <paramref name="colours"/> for <paramref name="beatDivisor"/>.</returns>
public static Color4 GetColourFor(int beatDivisor, OsuColour colours)
{
switch (beatDivisor)
{
case 1:
return Color4.White;
case 2:
return colours.Red;
case 4:
return colours.Blue;
case 8:
return colours.Yellow;
case 16:
return colours.PurpleDark;
case 3:
return colours.Purple;
case 6:
return colours.YellowDark;
case 12:
return colours.YellowDarker;
default:
return Color4.Red;
}
}
/// <summary>
/// Retrieves the applicable divisor for a specific beat index.
/// </summary>
/// <param name="index">The 0-based beat index.</param>
/// <param name="beatDivisor">The beat divisor.</param>
/// <returns>The applicable divisor.</returns>
public static int GetDivisorForBeatIndex(int index, int beatDivisor)
{
int beat = index % beatDivisor;
foreach (int divisor in PREDEFINED_DIVISORS)
{
if ((beat * divisor) % beatDivisor == 0)
return divisor;
}
return 0;
}
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}
}