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Replace BeatDivisorFinder with GetClosestBeatDivisor
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// 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 System;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// Used to find the lowest beat divisor that a <see cref="HitObject"/> aligns to in an <see cref="IBeatmap"/>.
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/// </summary>
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public class BeatDivisorFinder
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{
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private readonly IBeatmap beatmap;
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/// <summary>
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/// Creates a new <see cref="BeatDivisorFinder"/> instance.
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/// </summary>
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/// <param name="beatmap">The beatmap to use when calculating beat divisor alignment.</param>
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public BeatDivisorFinder(IBeatmap beatmap)
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{
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this.beatmap = beatmap;
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}
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/// <summary>
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/// Finds the lowest beat divisor that the given <see cref="HitObject"/> aligns to.
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/// Returns 0 if it does not align to any divisor.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to evaluate.</param>
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public int FindDivisor(HitObject hitObject)
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{
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TimingControlPoint currentTimingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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double snapResult = hitObject.StartTime - currentTimingPoint.Time;
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foreach (var divisor in BindableBeatDivisor.VALID_DIVISORS)
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{
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if (almostDivisibleBy(snapResult, currentTimingPoint.BeatLength / divisor))
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return divisor;
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}
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return 0;
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}
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private const double leniency_ms = 1.0;
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private static bool almostDivisibleBy(double dividend, double divisor)
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{
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double remainder = Math.Abs(dividend) % divisor;
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return Precision.AlmostEquals(remainder, 0, leniency_ms) || Precision.AlmostEquals(remainder - divisor, 0, leniency_ms);
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}
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}
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}
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