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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:12:56 +08:00

Add automatic control point tracking to the timing screen

This commit is contained in:
Dean Herbert 2022-05-31 15:00:30 +09:00
parent 27efeb7d4e
commit cf5da44492
2 changed files with 104 additions and 2 deletions

View File

@ -1,14 +1,18 @@
// 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Overlays;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Screens.Edit.Timing.RowAttributes;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
@ -22,6 +26,8 @@ namespace osu.Game.Tests.Visual.Editing
[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
private TimingScreen timingScreen;
protected override bool ScrollUsingMouseWheel => false;
public TestSceneTimingScreen()
@ -36,12 +42,52 @@ namespace osu.Game.Tests.Visual.Editing
Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
Beatmap.Disabled = true;
Child = new TimingScreen
Child = timingScreen = new TimingScreen
{
State = { Value = Visibility.Visible },
};
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Stop clock", () => Clock.Stop());
}
[Test]
public void TestTrackingCurrentTimeWhileRunning()
{
AddStep("Select first effect point", () =>
{
InputManager.MoveMouseTo(Child.ChildrenOfType<EffectRowAttribute>().First());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("Selection changed", () => timingScreen.SelectedGroup.Value.Time == 54670);
AddUntilStep("Ensure seeked to correct time", () => Clock.CurrentTimeAccurate == 54670);
AddStep("Seek to just before next point", () => Clock.Seek(69000));
AddStep("Start clock", () => Clock.Start());
AddUntilStep("Selection changed", () => timingScreen.SelectedGroup.Value.Time == 69670);
}
[Test]
public void TestTrackingCurrentTimeWhilePaused()
{
AddStep("Select first effect point", () =>
{
InputManager.MoveMouseTo(Child.ChildrenOfType<EffectRowAttribute>().First());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("Selection changed", () => timingScreen.SelectedGroup.Value.Time == 54670);
AddUntilStep("Ensure seeked to correct time", () => Clock.CurrentTimeAccurate == 54670);
AddStep("Seek to later", () => Clock.Seek(80000));
AddUntilStep("Selection changed", () => timingScreen.SelectedGroup.Value.Time == 69670);
}
protected override void Dispose(bool isDisposing)
{
Beatmap.Disabled = false;

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@ -1,6 +1,7 @@
// 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.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@ -19,7 +20,7 @@ namespace osu.Game.Screens.Edit.Timing
public class TimingScreen : EditorScreenWithTimeline
{
[Cached]
private Bindable<ControlPointGroup> selectedGroup = new Bindable<ControlPointGroup>();
public readonly Bindable<ControlPointGroup> SelectedGroup = new Bindable<ControlPointGroup>();
public TimingScreen()
: base(EditorScreenMode.Timing)
@ -132,6 +133,61 @@ namespace osu.Game.Screens.Edit.Timing
}, true);
}
protected override void Update()
{
base.Update();
trackActivePoint();
}
/// <summary>
/// Given the user has selected a control point group, we want to track any group which is
/// active at the current point in time which matches the type the user has selected.
///
/// So if the user is currently looking at a timing point and seeks into the future, a
/// future timing point would be automatically selected if it is now the new "current" point.
/// </summary>
private void trackActivePoint()
{
// For simplicity only match on the first type of the active control point.
var selectedPointType = selectedGroup.Value?.ControlPoints.FirstOrDefault()?.GetType();
if (selectedPointType != null)
{
// We don't have an efficient way of looking up groups currently, only individual point types.
// To improve the efficiency of this in the future, we should reconsider the overall structure of ControlPointInfo.
IEnumerable<ControlPointGroup> groups = Beatmap.ControlPointInfo.Groups;
bool currentTimeBeforeSelectedGroup = clock.CurrentTimeAccurate < selectedGroup.Value.Time;
// Decide whether we are searching backwards or forwards.
if (currentTimeBeforeSelectedGroup)
groups = groups.Reverse();
// Find the next group which has the same type as the selected one.
groups = groups.SkipWhile(g => g != selectedGroup.Value)
.Skip(1)
.Where(g => g.ControlPoints.Any(cp => cp.GetType() == selectedPointType));
ControlPointGroup newGroup = groups.FirstOrDefault();
if (newGroup != null)
{
if (currentTimeBeforeSelectedGroup)
{
// When seeking backwards, the first match from the LINQ query is always what we want.
selectedGroup.Value = newGroup;
}
else
{
// When seeking forwards, we also need to check that the next match is before the current time.
if (newGroup.Time <= clock.CurrentTimeAccurate)
selectedGroup.Value = newGroup;
}
}
}
}
private void delete()
{
if (selectedGroup.Value == null)