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

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// 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.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
[Cached(typeof(IDistanceSnapProvider))]
public class Timeline : ZoomableScrollContainer, IDistanceSnapProvider
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{
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]
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private void load(IBindable<WorkingBeatmap> beatmap, IAdjustableClock adjustableClock, OsuColour colours)
{
this.adjustableClock = adjustableClock;
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Add(waveform = new WaveformGraph
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{
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RelativeSizeAxes = Axes.Both,
Colour = colours.Blue.Opacity(0.2f),
LowColour = colours.BlueLighter,
MidColour = colours.BlueDark,
HighColour = colours.BlueDarker,
Depth = float.MaxValue
});
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// We don't want the centre marker to scroll
AddInternal(new CentreMarker());
WaveformVisible.ValueChanged += visible => waveform.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
Beatmap.BindTo(beatmap);
Beatmap.BindValueChanged(b =>
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{
waveform.Waveform = b.NewValue.Waveform;
track = b.NewValue.Track;
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}, 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();
}
[Resolved]
private BindableBeatDivisor beatDivisor { get; set; }
[Resolved]
private EditorBeatmap beatmap { get; set; }
public (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time) => (position, time);
public float GetBeatSnapDistanceAt(double referenceTime)
{
DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
return (float)(100 * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / beatDivisor.Value);
}
public float DurationToDistance(double referenceTime, double duration)
{
double beatLength = beatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
}
public double DistanceToDuration(double referenceTime, float distance)
{
double beatLength = beatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
}
public double GetSnappedDurationFromDistance(double referenceTime, float distance)
=> beatSnap(referenceTime, DistanceToDuration(referenceTime, distance));
public float GetSnappedDistanceFromDistance(double referenceTime, float distance)
=> DurationToDistance(referenceTime, beatSnap(referenceTime, DistanceToDuration(referenceTime, distance)));
/// <summary>
/// Snaps a duration to the closest beat of a timing point applicable at the reference time.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="duration"/> resides in.</param>
/// <param name="duration">The duration to snap.</param>
/// <returns>A value that represents <paramref name="duration"/> snapped to the closest beat of the timing point.</returns>
private double beatSnap(double referenceTime, double duration)
{
double beatLength = beatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
// A 1ms offset prevents rounding errors due to minute variations in duration
return (int)((duration + 1) / beatLength) * beatLength;
}
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}
}