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Add dynamic BPM counter to SkinEditor
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osu.Game/Screens/Play/HUD/BPMCounter.cs
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52
osu.Game/Screens/Play/HUD/BPMCounter.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class BPMCounter : RollingCounter<double>, ISkinnableDrawable
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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[Resolved]
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protected IGameplayClock GameplayClock { get; private set; } = null!;
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[BackgroundDependencyLoader]
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private void load(OsuColour colour)
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{
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Colour = colour.BlueLighter;
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Current.Value = DisplayedCount = 0;
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}
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protected override void Update()
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{
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base.Update();
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//We dont want it going to 0 when we pause. so we block the updates
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if (GameplayClock.IsPaused.Value) return;
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// We want to check Rate every update to cover windup/down
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Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(GameplayClock.CurrentTime).BPM * GameplayClock.Rate;
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}
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protected override OsuSpriteText CreateSpriteText()
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=> base.CreateSpriteText().With(s => s.Font = s.Font.With(size: 20f, fixedWidth: true));
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protected override LocalisableString FormatCount(double count)
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{
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return $@"{count:0} BPM";
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}
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public bool UsesFixedAnchor { get; set; }
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}
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}
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