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Move snapping responsibility to IBeatmap
Seems `EditorBeatmap` already implements a different kind of `SnapTime` from `IBeatSnapProvider`, so method names here aren't great. This is very similar to what https://github.com/ppy/osu/pull/12558 is doing, so may need to do some duplicate resolution later, especially surrounding `ClosestBeatSnapDivisor`. Worth noting that this change makes 1/7, 1/5, etc unsupported for now, as we now rely on `BindableBeatDivisor.VALID_DIVISORS`.
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@ -9,6 +9,7 @@ using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
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using Newtonsoft.Json;
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using osu.Game.IO.Serialization.Converters;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Beatmaps
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{
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@ -74,6 +75,31 @@ namespace osu.Game.Beatmaps
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return mostCommon.beatLength;
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}
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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{
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var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time);
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var beatLength = timingPoint.BeatLength / beatDivisor;
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var beatLengths = (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero);
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return (int)(timingPoint.Time + beatLengths * beatLength);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null)
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{
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return SnapTimeForDivisor(time, ClosestBeatSnapDivisor(time, referenceTime), referenceTime);
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}
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null)
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{
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double getUnsnap(int divisor) => Math.Abs(time - SnapTimeForDivisor(time, divisor, referenceTime));
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int[] divisors = BindableBeatDivisor.VALID_DIVISORS;
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double smallestUnsnap = divisors.Min(getUnsnap);
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int closestDivisor = divisors.FirstOrDefault(divisor => getUnsnap(divisor) == smallestUnsnap);
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return closestDivisor;
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}
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IBeatmap IBeatmap.Clone() => Clone();
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public Beatmap<T> Clone() => (Beatmap<T>)MemberwiseClone();
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@ -51,6 +51,28 @@ namespace osu.Game.Beatmaps
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/// </summary>
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double GetMostCommonBeatLength();
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/// <summary>
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/// Returns the time on the given beat divisor closest to the given time.
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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/// <param name="beatDivisor">The beat divisor to snap to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null);
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/// <summary>
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/// Returns the time on any valid beat divisor closest to the given time.
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int SnapTimeAnyDivisor(double time, double? referenceTime = null);
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/// <summary>
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/// Returns the beat snap divisor closest to the given time. If two are equally close, the smallest is returned.
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/// </summary>
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/// <param name="time">The time to find the closest beat snap divisor to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int ClosestBeatSnapDivisor(double time, double? referenceTime = null);
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/// <summary>
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/// Creates a shallow-clone of this beatmap and returns it.
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/// </summary>
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@ -3,9 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Edit.Checks.Components;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -16,8 +14,6 @@ namespace osu.Game.Rulesets.Edit.Checks
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{
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private const double unsnap_ms_threshold = 2;
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private static readonly int[] greatest_common_divisors = { 16, 12, 9, 7, 5 };
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Unsnapped hitobjects");
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public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
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@ -30,7 +26,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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{
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foreach (var hitobject in playableBeatmap.HitObjects)
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{
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double startUnsnap = hitobject.StartTime - closestSnapTime(playableBeatmap, hitobject.StartTime);
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double startUnsnap = hitobject.StartTime - playableBeatmap.SnapTimeAnyDivisor(hitobject.StartTime);
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string startPostfix = hitobject is IHasDuration ? "start" : "";
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foreach (var issue in getUnsnapIssues(hitobject, startUnsnap, hitobject.StartTime, startPostfix))
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yield return issue;
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@ -41,7 +37,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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{
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double spanDuration = hasRepeats.Duration / (hasRepeats.RepeatCount + 1);
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double repeatTime = hitobject.StartTime + spanDuration * (repeatIndex + 1);
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double repeatUnsnap = repeatTime - closestSnapTime(playableBeatmap, repeatTime);
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double repeatUnsnap = repeatTime - playableBeatmap.SnapTimeAnyDivisor(repeatTime);
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foreach (var issue in getUnsnapIssues(hitobject, repeatUnsnap, repeatTime, "repeat"))
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yield return issue;
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}
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@ -49,7 +45,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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if (hitobject is IHasDuration hasDuration)
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{
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double endUnsnap = hasDuration.EndTime - closestSnapTime(playableBeatmap, hasDuration.EndTime);
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double endUnsnap = hasDuration.EndTime - playableBeatmap.SnapTimeAnyDivisor(hasDuration.EndTime);
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foreach (var issue in getUnsnapIssues(hitobject, endUnsnap, hasDuration.EndTime, "end"))
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yield return issue;
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}
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@ -66,23 +62,6 @@ namespace osu.Game.Rulesets.Edit.Checks
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// We don't care about unsnaps < 1 ms, as all object ends have these due to the way SV works.
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}
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private int closestSnapTime(IBeatmap playableBeatmap, double time)
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{
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var timingPoint = playableBeatmap.ControlPointInfo.TimingPointAt(time);
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double smallestUnsnap = greatest_common_divisors.Select(divisor => Math.Abs(time - snapTime(timingPoint, time, divisor))).Min();
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return (int)Math.Round(time + smallestUnsnap);
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}
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private int snapTime(TimingControlPoint timingPoint, double time, int beatDivisor)
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{
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double beatLength = timingPoint.BeatLength / beatDivisor;
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int beatLengths = (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero);
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// Casting to int matches the editor in both stable and lazer.
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return (int)(timingPoint.Time + beatLengths * beatLength);
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}
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public abstract class IssueTemplateUnsnap : IssueTemplate
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{
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protected IssueTemplateUnsnap(ICheck check, IssueType type)
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@ -301,14 +301,17 @@ namespace osu.Game.Screens.Edit
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return list.Count - 1;
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}
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public double SnapTime(double time, double? referenceTime)
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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{
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var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time);
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var beatLength = timingPoint.BeatLength / BeatDivisor;
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return timingPoint.Time + (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero) * beatLength;
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return PlayableBeatmap.SnapTimeForDivisor(time, beatDivisor, referenceTime);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null) => PlayableBeatmap.SnapTimeAnyDivisor(time, referenceTime);
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatSnapDivisor(time, referenceTime);
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public double SnapTime(double time, double? referenceTime) => SnapTimeForDivisor(time, BeatDivisor, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
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public int BeatDivisor => beatDivisor?.Value ?? 1;
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@ -45,6 +45,15 @@ namespace osu.Game.Screens.Play
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public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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{
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return PlayableBeatmap.SnapTimeForDivisor(time, beatDivisor, referenceTime);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null) => PlayableBeatmap.SnapTimeAnyDivisor(time, referenceTime);
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatSnapDivisor(time, referenceTime);
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public IBeatmap Clone() => PlayableBeatmap.Clone();
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private readonly Bindable<JudgementResult> lastJudgementResult = new Bindable<JudgementResult>();
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