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Merge branch 'master' into fix-hitobject-sample-stuck-on-future-seek

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Dan Balasescu 2020-09-30 23:31:03 +09:00 committed by GitHub
commit 7e34ce839e
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2 changed files with 71 additions and 45 deletions

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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.
using System.Collections.Specialized;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
/// <summary>
/// The part of the timeline that displays the control points.
/// </summary>
public class ControlPointPart : TimelinePart
public class ControlPointPart : TimelinePart<GroupVisualisation>
{
private IBindableList<ControlPointGroup> controlPointGroups;
protected override void LoadBeatmap(WorkingBeatmap beatmap)
{
base.LoadBeatmap(beatmap);
ControlPointInfo cpi = beatmap.Beatmap.ControlPointInfo;
cpi.TimingPoints.ForEach(addTimingPoint);
// Consider all non-timing points as the same type
cpi.SamplePoints.Select(c => (ControlPoint)c)
.Concat(cpi.EffectPoints)
.Concat(cpi.DifficultyPoints)
.Distinct()
// Non-timing points should not be added where there are timing points
.Where(c => cpi.TimingPointAt(c.Time).Time != c.Time)
.ForEach(addNonTimingPoint);
}
private void addTimingPoint(ControlPoint controlPoint) => Add(new TimingPointVisualisation(controlPoint));
private void addNonTimingPoint(ControlPoint controlPoint) => Add(new NonTimingPointVisualisation(controlPoint));
private class TimingPointVisualisation : ControlPointVisualisation
{
public TimingPointVisualisation(ControlPoint controlPoint)
: base(controlPoint)
controlPointGroups = beatmap.Beatmap.ControlPointInfo.Groups.GetBoundCopy();
controlPointGroups.BindCollectionChanged((sender, args) =>
{
}
switch (args.Action)
{
case NotifyCollectionChangedAction.Reset:
Clear();
break;
[BackgroundDependencyLoader]
private void load(OsuColour colours) => Colour = colours.YellowDark;
}
case NotifyCollectionChangedAction.Add:
foreach (var group in args.NewItems.OfType<ControlPointGroup>())
Add(new GroupVisualisation(group));
break;
private class NonTimingPointVisualisation : ControlPointVisualisation
{
public NonTimingPointVisualisation(ControlPoint controlPoint)
: base(controlPoint)
{
}
case NotifyCollectionChangedAction.Remove:
foreach (var group in args.OldItems.OfType<ControlPointGroup>())
{
var matching = Children.SingleOrDefault(gv => gv.Group == group);
[BackgroundDependencyLoader]
private void load(OsuColour colours) => Colour = colours.Green;
}
matching?.Expire();
}
private abstract class ControlPointVisualisation : PointVisualisation
{
protected ControlPointVisualisation(ControlPoint controlPoint)
: base(controlPoint.Time)
{
}
break;
}
}, true);
}
}
}

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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.
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
public class GroupVisualisation : PointVisualisation
{
public readonly ControlPointGroup Group;
private BindableList<ControlPoint> controlPoints;
[Resolved]
private OsuColour colours { get; set; }
public GroupVisualisation(ControlPointGroup group)
: base(group.Time)
{
Group = group;
}
protected override void LoadComplete()
{
base.LoadComplete();
controlPoints = (BindableList<ControlPoint>)Group.ControlPoints.GetBoundCopy();
controlPoints.BindCollectionChanged((_, __) =>
{
if (controlPoints.Count == 0)
{
Colour = Color4.Transparent;
return;
}
Colour = controlPoints.Any(c => c is TimingControlPoint) ? colours.YellowDark : colours.Green;
}, true);
}
}
}