// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Graphics; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { internal class TimelineBlueprintContainer : EditorBlueprintContainer { [Resolved(CanBeNull = true)] private Timeline timeline { get; set; } private DragEvent lastDragEvent; private Bindable placement; private SelectionBlueprint placementBlueprint; // We want children to be able to be clicked and dragged public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // This drawable itself should still check whether the mouse is over it private bool shouldHandleInputAt(Vector2 screenSpacePos) { float localY = ToLocalSpace(screenSpacePos).Y; return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY; } public TimelineBlueprintContainer(HitObjectComposer composer) : base(composer) { RelativeSizeAxes = Axes.Both; Anchor = Anchor.Centre; Origin = Anchor.Centre; Height = 0.6f; } [BackgroundDependencyLoader] private void load() { AddInternal(new SelectableAreaBackground { Colour = Color4.Black, Depth = float.MaxValue, Blending = BlendingParameters.Additive, }); } protected override void LoadComplete() { base.LoadComplete(); DragBox.Alpha = 0; placement = Beatmap.PlacementObject.GetBoundCopy(); placement.ValueChanged += placementChanged; } private void placementChanged(ValueChangedEvent obj) { if (obj.NewValue == null) { if (placementBlueprint != null) { SelectionBlueprints.Remove(placementBlueprint); placementBlueprint = null; } } else { placementBlueprint = CreateBlueprintFor(obj.NewValue).AsNonNull(); placementBlueprint.Colour = Color4.MediumPurple; SelectionBlueprints.Add(placementBlueprint); } } protected override Container> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both }; protected override bool OnDragStart(DragStartEvent e) { if (!shouldHandleInputAt(e.ScreenSpaceMouseDownPosition)) return false; return base.OnDragStart(e); } protected override void OnDrag(DragEvent e) { handleScrollViaDrag(e); base.OnDrag(e); } protected override void OnDragEnd(DragEndEvent e) { base.OnDragEnd(e); lastDragEvent = null; } protected override void Update() { // trigger every frame so drags continue to update selection while playback is scrolling the timeline. if (lastDragEvent != null) OnDrag(lastDragEvent); if (Composer != null && timeline != null) { Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2; Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2; } base.Update(); updateStacking(); } private void updateStacking() { // because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update. const int stack_offset = 5; // after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints. const int stack_reset_count = 3; Stack currentConcurrentObjects = new Stack(); foreach (var b in SelectionBlueprints.Reverse()) { // remove objects from the stack as long as their end time is in the past. while (currentConcurrentObjects.TryPeek(out HitObject hitObject)) { if (Precision.AlmostBigger(hitObject.GetEndTime(), b.Item.StartTime, 1)) break; currentConcurrentObjects.Pop(); } // if the stack gets too high, we should have space below it to display the next batch of objects. // importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves. if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.Item.StartTime, 1)) { if (currentConcurrentObjects.Count >= stack_reset_count) currentConcurrentObjects.Clear(); } b.Y = -(stack_offset * currentConcurrentObjects.Count); currentConcurrentObjects.Push(b.Item); } } protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler(); protected override SelectionBlueprint CreateBlueprintFor(HitObject item) { return new TimelineHitObjectBlueprint(item) { OnDragHandled = handleScrollViaDrag, }; } protected override DragBox CreateDragBox(Action performSelect) => new TimelineDragBox(performSelect); private void handleScrollViaDrag(DragEvent e) { lastDragEvent = e; if (lastDragEvent == null) return; if (timeline != null) { var timelineQuad = timeline.ScreenSpaceDrawQuad; var mouseX = e.ScreenSpaceMousePosition.X; // scroll if in a drag and dragging outside visible extents if (mouseX > timelineQuad.TopRight.X) timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime)); else if (mouseX < timelineQuad.TopLeft.X) timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime)); } } private class SelectableAreaBackground : CompositeDrawable { public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) { float localY = ToLocalSpace(screenSpacePos).Y; return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY; } [BackgroundDependencyLoader] private void load() { RelativeSizeAxes = Axes.Both; Alpha = 0.1f; AddRangeInternal(new[] { // fade out over intro time, outside the valid time bounds. new Box { RelativeSizeAxes = Axes.Y, Width = 200, Origin = Anchor.TopRight, Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White), }, new Box { Colour = Color4.White, RelativeSizeAxes = Axes.Both, } }); } [Resolved] private OsuColour colours { get; set; } protected override bool OnHover(HoverEvent e) { this.FadeColour(colours.BlueLighter, 120, Easing.OutQuint); return base.OnHover(e); } protected override void OnHoverLost(HoverLostEvent e) { this.FadeColour(Color4.Black, 600, Easing.OutQuint); base.OnHoverLost(e); } } internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler { // for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation public override bool HandleMovement(MoveSelectionEvent moveEvent) => true; public bool OnPressed(GlobalAction action) { switch (action) { case GlobalAction.EditorNudgeLeft: nudgeSelection(-1); return true; case GlobalAction.EditorNudgeRight: nudgeSelection(1); return true; } return false; } public void OnReleased(GlobalAction action) { } /// /// Nudge the current selection by the specified multiple of beat divisor lengths, /// based on the timing at the first object in the selection. /// /// The direction and count of beat divisor lengths to adjust. private void nudgeSelection(int amount) { var selected = EditorBeatmap.SelectedHitObjects; if (selected.Count == 0) return; var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime); double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount; EditorBeatmap.PerformOnSelection(h => { h.StartTime += adjustment; EditorBeatmap.Update(h); }); } } private class TimelineDragBox : DragBox { // the following values hold the start and end X positions of the drag box in the timeline's local space, // but with zoom unapplied in order to be able to compensate for positional changes // while the timeline is being zoomed in/out. private float? selectionStart; private float selectionEnd; [Resolved] private Timeline timeline { get; set; } public TimelineDragBox(Action performSelect) : base(performSelect) { } protected override Drawable CreateBox() => new Box { RelativeSizeAxes = Axes.Y, Alpha = 0.3f }; public override bool HandleDrag(MouseButtonEvent e) { selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom; // only calculate end when a transition is not in progress to avoid bouncing. if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom)) selectionEnd = e.MousePosition.X / timeline.CurrentZoom; updateDragBoxPosition(); return true; } private void updateDragBoxPosition() { if (selectionStart == null) return; float rescaledStart = selectionStart.Value * timeline.CurrentZoom; float rescaledEnd = selectionEnd * timeline.CurrentZoom; Box.X = Math.Min(rescaledStart, rescaledEnd); Box.Width = Math.Abs(rescaledStart - rescaledEnd); var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat; // we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment. boxScreenRect.Y -= boxScreenRect.Height; boxScreenRect.Height *= 2; PerformSelection?.Invoke(boxScreenRect); } public override void Hide() { base.Hide(); selectionStart = null; } } protected class TimelineSelectionBlueprintContainer : Container> { protected override Container> Content { get; } public TimelineSelectionBlueprintContainer() { AddInternal(new TimelinePart>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both }); } } } }