// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Rulesets.Objects { public class BarLineGenerator where TBarLine : class, IBarLine, new() { /// /// The generated bar lines. /// public readonly List BarLines = new List(); /// /// Constructs and generates bar lines for provided beatmap. /// /// The beatmap to generate bar lines for. public BarLineGenerator(IBeatmap beatmap) { if (beatmap.HitObjects.Count == 0) return; HitObject firstObject = beatmap.HitObjects.First(); HitObject lastObject = beatmap.HitObjects.Last(); double firstHitTime = firstObject.StartTime; double lastHitTime = 1 + lastObject.GetEndTime(); var timingPoints = beatmap.ControlPointInfo.TimingPoints; if (timingPoints.Count == 0) return; for (int i = 0; i < timingPoints.Count; i++) { TimingControlPoint currentTimingPoint = timingPoints[i]; EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time); int currentBeat = 0; // Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked). // I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now. // Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject. double generationStartTime = Math.Min(0, firstHitTime); // Stop on the next timing point, or if there is no next timing point stop slightly past the last object double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; double startTime; if (currentTimingPoint.Time > generationStartTime) { startTime = currentTimingPoint.Time; } else { // If the timing point starts before the minimum allowable time for bar lines, // we still need to compute a start time for generation that is actually properly aligned with the timing point. int barCount = (int)Math.Ceiling((generationStartTime - currentTimingPoint.Time) / barLength); startTime = currentTimingPoint.Time + barCount * barLength; } if (currentEffectPoint.OmitFirstBarLine) { startTime += barLength; } for (double t = startTime; Precision.AlmostBigger(endTime, t); t += barLength, currentBeat++) { double roundedTime = Math.Round(t, MidpointRounding.AwayFromZero); // in the case of some bar lengths, rounding errors can cause t to be slightly less than // the expected whole number value due to floating point inaccuracies. // if this is the case, apply rounding. if (Precision.AlmostEquals(t, roundedTime)) { t = roundedTime; } BarLines.Add(new TBarLine { StartTime = t, Major = currentBeat % currentTimingPoint.TimeSignature.Numerator == 0 }); } } } } }