// 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.Linq; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets; using osu.Game.Rulesets.Objects; namespace osu.Game.Screens.Edit { public class EditorBeatmapProcessor : IBeatmapProcessor { public EditorBeatmap Beatmap { get; } IBeatmap IBeatmapProcessor.Beatmap => Beatmap; private readonly IBeatmapProcessor? rulesetBeatmapProcessor; public EditorBeatmapProcessor(EditorBeatmap beatmap, Ruleset ruleset) { Beatmap = beatmap; rulesetBeatmapProcessor = ruleset.CreateBeatmapProcessor(beatmap); } public void PreProcess() { rulesetBeatmapProcessor?.PreProcess(); } public void PostProcess() { rulesetBeatmapProcessor?.PostProcess(); autoGenerateBreaks(); } private void autoGenerateBreaks() { Beatmap.Breaks.RemoveAll(b => b is not ManualBreakPeriod); foreach (var manualBreak in Beatmap.Breaks.ToList()) { if (manualBreak.EndTime <= Beatmap.HitObjects.FirstOrDefault()?.StartTime || manualBreak.StartTime >= Beatmap.GetLastObjectTime() || Beatmap.HitObjects.Any(ho => ho.StartTime <= manualBreak.EndTime && ho.GetEndTime() >= manualBreak.StartTime)) { Beatmap.Breaks.Remove(manualBreak); } } double currentMaxEndTime = double.MinValue; for (int i = 1; i < Beatmap.HitObjects.Count; ++i) { // Keep track of the maximum end time encountered thus far. // This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time. // Note that we're relying on the implicit assumption that objects are sorted by start time, // which is why similar tracking is not done for start time. currentMaxEndTime = Math.Max(currentMaxEndTime, Beatmap.HitObjects[i - 1].GetEndTime()); double nextObjectStartTime = Beatmap.HitObjects[i].StartTime; if (nextObjectStartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION) continue; double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK; double breakEndTime = nextObjectStartTime - Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObjectStartTime).BeatLength * 2); if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION) continue; var breakPeriod = new BreakPeriod(breakStartTime, breakEndTime); if (Beatmap.Breaks.Any(b => b.Intersects(breakPeriod))) continue; Beatmap.Breaks.Add(breakPeriod); } } } }