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osu-lazer/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// 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;
using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
using osu.Game.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
public class Timeline : ZoomableScrollContainer
{
public readonly Bindable<bool> WaveformVisible = new Bindable<bool>();
public readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private IAdjustableClock adjustableClock;
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public Timeline()
{
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ZoomDuration = 200;
ZoomEasing = Easing.OutQuint;
Zoom = 10;
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ScrollbarVisible = false;
}
private WaveformGraph waveform;
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[BackgroundDependencyLoader]
private void load(IBindableBeatmap beatmap, IAdjustableClock adjustableClock, OsuColour colours)
{
this.adjustableClock = adjustableClock;
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Child = waveform = new WaveformGraph
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{
RelativeSizeAxes = Axes.Both,
Colour = colours.Blue.Opacity(0.2f),
LowColour = colours.BlueLighter,
MidColour = colours.BlueDark,
HighColour = colours.BlueDarker,
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Depth = float.MaxValue
};
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// We don't want the centre marker to scroll
AddInternal(new CentreMarker());
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WaveformVisible.ValueChanged += visible => waveform.FadeTo(visible ? 1 : 0, 200, Easing.OutQuint);
Beatmap.BindTo(beatmap);
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Beatmap.BindValueChanged(b =>
{
waveform.Waveform = b.Waveform;
track = b.Track;
}, true);
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}
/// <summary>
/// The timeline's scroll position in the last frame.
/// </summary>
private float lastScrollPosition;
/// <summary>
/// The track time in the last frame.
/// </summary>
private double lastTrackTime;
/// <summary>
/// Whether the user is currently dragging the timeline.
/// </summary>
private bool handlingDragInput;
/// <summary>
/// Whether the track was playing before a user drag event.
/// </summary>
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private bool trackWasPlaying;
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private Track track;
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protected override void Update()
{
base.Update();
// The extrema of track time should be positioned at the centre of the container when scrolled to the start or end
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Content.Margin = new MarginPadding { Horizontal = DrawWidth / 2 };
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// This needs to happen after transforms are updated, but before the scroll position is updated in base.UpdateAfterChildren
if (adjustableClock.IsRunning)
scrollToTrackTime();
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (handlingDragInput)
seekTrackToCurrent();
else if (!adjustableClock.IsRunning)
{
// The track isn't running. There are two cases we have to be wary of:
// 1) The user flick-drags on this timeline: We want the track to follow us
// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
// The simplest way to cover both cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
if (Current != lastScrollPosition && adjustableClock.CurrentTime == lastTrackTime)
seekTrackToCurrent();
else
scrollToTrackTime();
}
lastScrollPosition = Current;
lastTrackTime = adjustableClock.CurrentTime;
}
private void seekTrackToCurrent()
{
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if (!track.IsLoaded)
return;
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adjustableClock.Seek(Current / Content.DrawWidth * track.Length);
}
private void scrollToTrackTime()
{
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if (!track.IsLoaded)
return;
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ScrollTo((float)(adjustableClock.CurrentTime / track.Length) * Content.DrawWidth, false);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (base.OnMouseDown(e))
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{
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beginUserDrag();
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return true;
}
return false;
}
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protected override bool OnMouseUp(MouseUpEvent e)
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{
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endUserDrag();
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return base.OnMouseUp(e);
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}
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private void beginUserDrag()
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{
handlingDragInput = true;
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trackWasPlaying = adjustableClock.IsRunning;
adjustableClock.Stop();
}
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private void endUserDrag()
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{
handlingDragInput = false;
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if (trackWasPlaying)
adjustableClock.Start();
}
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}
}