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Merge pull request #31586 from minetoblend/feature/metronome-decimals

Display up to 2 decimal places for bpm in timing screen metronome
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Dean Herbert 2025-01-21 16:13:10 +09:00 committed by GitHub
commit 0a97fb6359
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@ -17,9 +17,10 @@ using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
using osu.Game.Utils;
using osuTK;
namespace osu.Game.Screens.Edit.Timing
@ -28,7 +29,7 @@ namespace osu.Game.Screens.Edit.Timing
{
private Container swing = null!;
private OsuSpriteText bpmText = null!;
private OsuTextFlowContainer bpmText = null!;
private Drawable weight = null!;
private Drawable stick = null!;
@ -213,10 +214,15 @@ namespace osu.Game.Screens.Edit.Timing
},
}
},
bpmText = new OsuSpriteText
bpmText = new OsuTextFlowContainer(st =>
{
st.Font = OsuFont.Default.With(fixedWidth: true);
st.Spacing = new Vector2(-2.2f, 0);
})
{
Name = @"BPM display",
Colour = overlayColourProvider.Content1,
AutoSizeAxes = Axes.Both,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Y = -3,
@ -228,11 +234,13 @@ namespace osu.Game.Screens.Edit.Timing
private double effectiveBeatLength;
private double effectiveBpm => 60_000 / effectiveBeatLength;
private TimingControlPoint timingPoint = null!;
private bool isSwinging;
private readonly BindableInt interpolatedBpm = new BindableInt();
private readonly BindableDouble interpolatedBpm = new BindableDouble();
private ScheduledDelegate? latchDelegate;
@ -255,7 +263,25 @@ namespace osu.Game.Screens.Edit.Timing
{
base.LoadComplete();
interpolatedBpm.BindValueChanged(_ => bpmText.Text = interpolatedBpm.Value.ToLocalisableString());
interpolatedBpm.BindValueChanged(_ => updateBpmText());
}
private void updateBpmText()
{
int intPart = (int)interpolatedBpm.Value;
bpmText.Text = intPart.ToLocalisableString();
// While interpolating between two integer values, showing the decimal places would look a bit odd
// so rounding is applied until we're close to the final value.
int decimalPlaces = FormatUtils.FindPrecision((decimal)effectiveBpm);
if (decimalPlaces > 0)
{
bool reachedFinalNumber = intPart == (int)effectiveBpm;
bpmText.AddText((effectiveBpm % 1).ToLocalisableString("." + new string('0', decimalPlaces)), cp => cp.Alpha = reachedFinalNumber ? 0.5f : 0.1f);
}
}
protected override void Update()
@ -277,12 +303,11 @@ namespace osu.Game.Screens.Edit.Timing
EarlyActivationMilliseconds = timingPoint.BeatLength / 2;
double effectiveBpm = 60000 / effectiveBeatLength;
float bpmRatio = (float)Interpolation.ApplyEasing(Easing.OutQuad, Math.Clamp((effectiveBpm - 30) / 480, 0, 1));
weight.MoveToY((float)Interpolation.Lerp(0.1f, 0.83f, bpmRatio), 600, Easing.OutQuint);
this.TransformBindableTo(interpolatedBpm, (int)Math.Round(effectiveBpm), 600, Easing.OutQuint);
this.TransformBindableTo(interpolatedBpm, effectiveBpm, 300, Easing.OutExpo);
}
if (!BeatSyncSource.Clock.IsRunning && isSwinging)