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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/SpinnerSpmCalculator.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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
public class SpinnerSpmCalculator : Component
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{
private readonly Queue<RotationRecord> records = new Queue<RotationRecord>();
private const double spm_count_duration = 595; // not using hundreds to avoid frame rounding issues
/// <summary>
/// The resultant spins per minute value, which is updated via <see cref="SetRotation"/>.
/// </summary>
public IBindable<double> Result => result;
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private readonly Bindable<double> result = new BindableDouble();
[Resolved]
private DrawableHitObject drawableSpinner { get; set; }
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protected override void LoadComplete()
{
base.LoadComplete();
drawableSpinner.HitObjectApplied += resetState;
}
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public void SetRotation(float currentRotation)
{
// Never calculate SPM by same time of record to avoid 0 / 0 = NaN or X / 0 = Infinity result.
if (Precision.AlmostEquals(0, Time.Elapsed))
return;
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// If we've gone back in time, it's fine to work with a fresh set of records for now
if (records.Count > 0 && Time.Current < records.Last().Time)
records.Clear();
if (records.Count > 0)
{
var record = records.Peek();
while (records.Count > 0 && Time.Current - records.Peek().Time > spm_count_duration)
record = records.Dequeue();
result.Value = (currentRotation - record.Rotation) / (Time.Current - record.Time) * 1000 * 60 / 360;
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}
records.Enqueue(new RotationRecord { Rotation = currentRotation, Time = Time.Current });
}
private void resetState(DrawableHitObject hitObject)
{
result.Value = 0;
records.Clear();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableSpinner != null)
drawableSpinner.HitObjectApplied -= resetState;
}
private struct RotationRecord
{
public float Rotation;
public double Time;
}
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}
}