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Merge pull request #29667 from EVAST9919/effect-point-perf-2
Rework kiai handling in `SummaryTimeline`
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commit
62f737d8de
@ -1,132 +0,0 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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{
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public partial class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisation
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{
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private readonly EffectControlPoint effect;
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private Bindable<bool> kiai = null!;
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public EffectPointVisualisation(EffectControlPoint point)
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{
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RelativePositionAxes = Axes.Both;
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RelativeSizeAxes = Axes.Y;
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effect = point;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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kiai = effect.KiaiModeBindable.GetBoundCopy();
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kiai.BindValueChanged(_ => refreshDisplay(), true);
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}
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private EffectControlPoint? nextControlPoint;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Due to the limitations of ControlPointInfo, it's impossible to know via event flow when the next kiai point has changed.
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// This is due to the fact that an EffectPoint can be added to an existing group. We would need to bind to ItemAdded on *every*
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// future group to track this.
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//
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// I foresee this being a potential performance issue on beatmaps with many control points, so let's limit how often we check
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// for changes. ControlPointInfo needs a refactor to make this flow better, but it should do for now.
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Scheduler.AddDelayed(() =>
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{
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EffectControlPoint? next = null;
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for (int i = 0; i < beatmap.ControlPointInfo.EffectPoints.Count; i++)
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{
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var point = beatmap.ControlPointInfo.EffectPoints[i];
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if (point.Time > effect.Time)
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{
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next = point;
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break;
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}
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}
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if (!ReferenceEquals(nextControlPoint, next))
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{
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nextControlPoint = next;
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refreshDisplay();
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}
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}, 100, true);
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}
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private void refreshDisplay()
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{
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ClearInternal();
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if (beatmap.BeatmapInfo.Ruleset.CreateInstance().EditorShowScrollSpeed)
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{
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AddInternal(new ControlPointVisualisation(effect)
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{
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// importantly, override the x position being set since we do that in the GroupVisualisation parent drawable.
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X = 0,
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});
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}
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if (!kiai.Value)
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return;
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// handle kiai duration
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// eventually this will be simpler when we have control points with durations.
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if (nextControlPoint != null)
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{
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor.TopLeft;
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Width = (float)(nextControlPoint.Time - effect.Time);
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AddInternal(new KiaiVisualisation(effect.Time, nextControlPoint.Time)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.CentreLeft,
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Height = 0.4f,
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Depth = float.MaxValue,
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Colour = colours.Purple1,
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});
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}
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}
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private partial class KiaiVisualisation : Circle, IHasTooltip
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{
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private readonly double startTime;
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private readonly double endTime;
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public KiaiVisualisation(double startTime, double endTime)
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{
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this.startTime = startTime;
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this.endTime = endTime;
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}
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public LocalisableString TooltipText => $"{startTime.ToEditorFormattedString()} - {endTime.ToEditorFormattedString()} kiai time";
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}
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// kiai sections display duration, so are required to be visualised.
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public bool IsVisuallyRedundant(ControlPoint other) => other is EffectControlPoint otherEffect && effect.KiaiMode == otherEffect.KiaiMode;
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -15,6 +16,8 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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private readonly IBindableList<ControlPoint> controlPoints = new BindableList<ControlPoint>();
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private bool showScrollSpeed;
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public GroupVisualisation(ControlPointGroup group)
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{
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RelativePositionAxes = Axes.X;
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@ -24,8 +27,13 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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Group = group;
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X = (float)group.Time;
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}
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[BackgroundDependencyLoader]
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private void load(EditorBeatmap beatmap)
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{
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showScrollSpeed = beatmap.BeatmapInfo.Ruleset.CreateInstance().EditorShowScrollSpeed;
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// Run in constructor so IsRedundant calls can work correctly.
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controlPoints.BindTo(Group.ControlPoints);
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controlPoints.BindCollectionChanged((_, _) =>
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{
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@ -47,8 +55,15 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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});
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break;
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case EffectControlPoint effect:
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AddInternal(new EffectPointVisualisation(effect));
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case EffectControlPoint:
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if (!showScrollSpeed)
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return;
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AddInternal(new ControlPointVisualisation(point)
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{
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// importantly, override the x position being set since we do that above.
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X = 0,
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});
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break;
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}
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}
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@ -0,0 +1,123 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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{
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/// <summary>
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/// The part of the timeline that displays kiai sections in the song.
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/// </summary>
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public partial class KiaiPart : TimelinePart
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{
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private DrawablePool<KiaiVisualisation> pool = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(pool = new DrawablePool<KiaiVisualisation>(10));
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}
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protected override void LoadBeatmap(EditorBeatmap beatmap)
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{
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base.LoadBeatmap(beatmap);
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EditorBeatmap.ControlPointInfo.ControlPointsChanged += updateParts;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateParts();
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}
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private void updateParts() => Scheduler.AddOnce(() =>
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{
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Clear(disposeChildren: false);
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double? startTime = null;
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foreach (var effectPoint in EditorBeatmap.ControlPointInfo.EffectPoints)
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{
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if (startTime.HasValue)
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{
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if (effectPoint.KiaiMode)
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continue;
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var section = new KiaiSection
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{
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StartTime = startTime.Value,
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EndTime = effectPoint.Time
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};
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Add(pool.Get(v => v.Section = section));
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startTime = null;
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}
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else
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{
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if (!effectPoint.KiaiMode)
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continue;
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startTime = effectPoint.Time;
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}
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}
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// last effect point has kiai enabled, kiai should last until the end of the map
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if (startTime.HasValue)
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{
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Add(pool.Get(v => v.Section = new KiaiSection
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{
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StartTime = startTime.Value,
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EndTime = Content.RelativeChildSize.X
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}));
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}
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});
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private partial class KiaiVisualisation : PoolableDrawable, IHasTooltip
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{
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private KiaiSection section;
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public KiaiSection Section
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{
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set
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{
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section = value;
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X = (float)value.StartTime;
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Width = (float)value.Duration;
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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RelativePositionAxes = Axes.X;
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.CentreLeft;
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Height = 0.2f;
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AddInternal(new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Purple1
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});
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}
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public LocalisableString TooltipText => $"{section.StartTime.ToEditorFormattedString()} - {section.EndTime.ToEditorFormattedString()} kiai time";
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}
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private readonly struct KiaiSection
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{
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public double StartTime { get; init; }
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public double EndTime { get; init; }
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public double Duration => EndTime - StartTime;
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}
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}
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}
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@ -65,6 +65,12 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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},
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new KiaiPart
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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},
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new ControlPointPart
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{
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Anchor = Anchor.Centre,
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