// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Configuration; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Graphics.Containers { public class BeatSyncedContainer : Container { protected readonly IBindable Beatmap = new Bindable(); private int lastBeat; private TimingControlPoint lastTimingPoint; /// /// The amount of time before a beat we should fire . /// This allows for adding easing to animations that may be synchronised to the beat. /// protected double EarlyActivationMilliseconds; /// /// The time in milliseconds until the next beat. /// public double TimeUntilNextBeat { get; private set; } /// /// The time in milliseconds since the last beat /// public double TimeSinceLastBeat { get; private set; } protected override void Update() { if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return; var track = Beatmap.Value.Track; var beatmap = Beatmap.Value.Beatmap; if (track == null || beatmap == null) return; double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime; TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime); EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime); if (timingPoint.BeatLength == 0) return; int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength); // The beats before the start of the first control point are off by 1, this should do the trick if (currentTrackTime < timingPoint.Time) beatIndex--; TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength; if (TimeUntilNextBeat < 0) TimeUntilNextBeat += timingPoint.BeatLength; TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat; if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat) return; using (BeginDelayedSequence(-TimeSinceLastBeat, true)) OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes); lastBeat = beatIndex; lastTimingPoint = timingPoint; } [BackgroundDependencyLoader] private void load(IBindableBeatmap beatmap) { Beatmap.BindTo(beatmap); } protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes) { } } }