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55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
// 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.Bindables;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public class TimingControlPoint : ControlPoint
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{
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/// <summary>
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/// The time signature at this control point.
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/// </summary>
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public readonly Bindable<TimeSignatures> TimeSignatureBindable = new Bindable<TimeSignatures>(TimeSignatures.SimpleQuadruple) { Default = TimeSignatures.SimpleQuadruple };
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/// <summary>
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/// The time signature at this control point.
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/// </summary>
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public TimeSignatures TimeSignature
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{
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get => TimeSignatureBindable.Value;
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set => TimeSignatureBindable.Value = value;
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}
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public const double DEFAULT_BEAT_LENGTH = 1000;
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/// <summary>
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/// The beat length at this control point.
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/// </summary>
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public readonly BindableDouble BeatLengthBindable = new BindableDouble(DEFAULT_BEAT_LENGTH)
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{
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Default = DEFAULT_BEAT_LENGTH,
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MinValue = 6,
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MaxValue = 60000
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};
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/// <summary>
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/// The beat length at this control point.
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/// </summary>
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public double BeatLength
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{
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get => BeatLengthBindable.Value;
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set => BeatLengthBindable.Value = value;
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}
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/// <summary>
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/// The BPM at this control point.
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/// </summary>
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public double BPM => 60000 / BeatLength;
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// Timing points are never redundant as they can change the time signature.
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public override bool IsRedundant(ControlPoint existing) => false;
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}
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}
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