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Apply nullability to Timeline

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Dean Herbert 2024-07-31 19:28:30 +09:00
parent cbfb569ad4
commit e329427d6e
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@ -1,8 +1,6 @@
// 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
@ -31,10 +29,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
private readonly Drawable userContent;
[Resolved]
private EditorClock editorClock { get; set; }
private EditorClock editorClock { get; set; } = null!;
[Resolved]
private EditorBeatmap editorBeatmap { get; set; }
private EditorBeatmap editorBeatmap { get; set; } = null!;
/// <summary>
/// The timeline's scroll position in the last frame.
@ -61,6 +59,22 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
/// </summary>
private float defaultTimelineZoom;
private WaveformGraph waveform = null!;
private TimelineTickDisplay ticks = null!;
private TimelineControlPointDisplay controlPoints = null!;
private Container mainContent = null!;
private Bindable<float> waveformOpacity = null!;
private Bindable<bool> controlPointsVisible = null!;
private Bindable<bool> ticksVisible = null!;
private double trackLengthForZoom;
private readonly IBindable<Track> track = new Bindable<Track>();
public Timeline(Drawable userContent)
{
this.userContent = userContent;
@ -73,22 +87,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
ScrollbarVisible = false;
}
private WaveformGraph waveform;
private TimelineTickDisplay ticks;
private TimelineControlPointDisplay controlPoints;
private Container mainContent;
private Bindable<float> waveformOpacity;
private Bindable<bool> controlPointsVisible;
private Bindable<bool> ticksVisible;
private double trackLengthForZoom;
private readonly IBindable<Track> track = new Bindable<Track>();
[BackgroundDependencyLoader]
private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours, OsuConfigManager config)
{
@ -318,7 +316,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
[Resolved]
private IBeatSnapProvider beatSnapProvider { get; set; }
private IBeatSnapProvider beatSnapProvider { get; set; } = null!;
/// <summary>
/// The total amount of time visible on the timeline.