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osu-lazer/osu.Game/Screens/Play/HUD/BPMCounter.cs
2022-12-05 12:29:23 +01:00

53 lines
1.7 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public partial class BPMCounter : RollingCounter<double>, ISkinnableDrawable
{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
[Resolved]
protected IGameplayClock GameplayClock { get; private set; } = null!;
[BackgroundDependencyLoader]
private void load(OsuColour colour)
{
Colour = colour.BlueLighter;
Current.Value = DisplayedCount = 0;
}
protected override void Update()
{
base.Update();
//We dont want it going to 0 when we pause. so we block the updates
if (GameplayClock.IsPaused.Value) return;
// We want to check Rate every update to cover windup/down
Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(GameplayClock.CurrentTime).BPM * GameplayClock.Rate;
}
protected override OsuSpriteText CreateSpriteText()
=> base.CreateSpriteText().With(s => s.Font = s.Font.With(size: 20f, fixedWidth: true));
protected override LocalisableString FormatCount(double count)
{
return $@"{count:0} BPM";
}
public bool UsesFixedAnchor { get; set; }
}
}