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Normalize all the line endings
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@ -1,86 +1,86 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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/// <summary>
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/// The time in milliseconds until the next beat.
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/// </summary>
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public double TimeUntilNextBeat { get; private set; }
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/// <summary>
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/// The time in milliseconds since the last beat
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/// </summary>
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public double TimeSinceLastBeat { get; private set; }
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protected override void Update()
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{
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if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return;
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var track = Beatmap.Value.Track;
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var beatmap = Beatmap.Value.Beatmap;
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if (track == null || beatmap == null)
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return;
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double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
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EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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if (timingPoint.BeatLength == 0)
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return;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
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if (TimeUntilNextBeat < 0)
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TimeUntilNextBeat += timingPoint.BeatLength;
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TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat;
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if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
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return;
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using (BeginDelayedSequence(-TimeSinceLastBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes);
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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/// <summary>
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/// The time in milliseconds until the next beat.
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/// </summary>
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public double TimeUntilNextBeat { get; private set; }
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/// <summary>
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/// The time in milliseconds since the last beat
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/// </summary>
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public double TimeSinceLastBeat { get; private set; }
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protected override void Update()
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{
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if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return;
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var track = Beatmap.Value.Track;
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var beatmap = Beatmap.Value.Beatmap;
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if (track == null || beatmap == null)
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return;
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double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
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EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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if (timingPoint.BeatLength == 0)
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return;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
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if (TimeUntilNextBeat < 0)
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TimeUntilNextBeat += timingPoint.BeatLength;
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TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat;
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if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
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return;
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using (BeginDelayedSequence(-TimeSinceLastBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes);
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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}
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}
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}
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