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osu-lazer/osu.Game/Rulesets/Objects/BarLineGenerator.cs
Bartłomiej Dach 9323df26a1 Decouple bar line hitobjects from generator
Introduce an IBarLine interface, which together with generic constraints
helps decouple BarLineGenerator from the actual hitobject types it
creates. Thanks to this, all rulesets that want bar lines can provide
an implementation of IBarLine that also derives from the base hitobject
class.

This allows DrawableBarLines in taiko and mania to be migrated back to
DrawableTaikoHitObject and DrawableManiaHitObject base classes
respectively. This in turn resolves #6215 without code duplication,
since the missing anchoring application is now done in mania's
DrawableBarLine through deriving from DrawableManiaHitObject.
2019-09-25 00:36:27 +02:00

60 lines
2.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Objects
{
public class BarLineGenerator<TBarLine>
where TBarLine : class, IBarLine, new()
{
/// <summary>
/// The generated bar lines.
/// </summary>
public readonly List<TBarLine> BarLines = new List<TBarLine>();
/// <summary>
/// Constructs and generates bar lines for provided beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to generate bar lines for.</param>
public BarLineGenerator(IBeatmap beatmap)
{
if (beatmap.HitObjects.Count == 0)
return;
HitObject lastObject = beatmap.HitObjects.Last();
double lastHitTime = 1 + ((lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime);
var timingPoints = beatmap.ControlPointInfo.TimingPoints;
if (timingPoints.Count == 0)
return;
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint currentTimingPoint = timingPoints[i];
int currentBeat = 0;
// Stop on the beat before 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 - currentTimingPoint.BeatLength : lastHitTime + currentTimingPoint.BeatLength * (int)currentTimingPoint.TimeSignature;
double barLength = currentTimingPoint.BeatLength * (int)currentTimingPoint.TimeSignature;
for (double t = currentTimingPoint.Time; Precision.DefinitelyBigger(endTime, t); t += barLength, currentBeat++)
{
BarLines.Add(new TBarLine
{
StartTime = t,
Major = currentBeat % (int)currentTimingPoint.TimeSignature == 0
});
}
}
}
}
}