// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable 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.Shapes; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Graphics; 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 partial class TimelineBlueprintContainer : EditorBlueprintContainer { [Resolved(CanBeNull = true)] private Timeline timeline { get; set; } private Bindable placement; private SelectionBlueprint placementBlueprint; private bool hitObjectDragged; /// /// Positional input must be received outside the container's bounds, /// in order to handle timeline blueprints which are stacked offscreen. /// public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ReceivePositionalInputAt(screenSpacePos); 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(); placement = Beatmap.PlacementObject.GetBoundCopy(); placement.ValueChanged += placementChanged; } private void placementChanged(ValueChangedEvent obj) { if (obj.NewValue == null) { if (placementBlueprint != null) { SelectionBlueprints.Remove(placementBlueprint, true); placementBlueprint = null; } } else { placementBlueprint = CreateBlueprintFor(obj.NewValue).AsNonNull(); placementBlueprint.Colour = OsuColour.Gray(0.9f); // TODO: this is out of order, causing incorrect stacking height. SelectionBlueprints.Add(placementBlueprint); } } protected override Container> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both }; protected override bool OnDragStart(DragStartEvent e) { if (!base.ReceivePositionalInputAt(e.ScreenSpaceMouseDownPosition)) return false; return base.OnDragStart(e); } private float dragTimeAccumulated; protected override void Update() { if (IsDragged || hitObjectDragged) handleScrollViaDrag(); else dragTimeAccumulated = 0; if (Composer != null && timeline != null) { Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2; Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2; } base.Update(); updateStacking(); } private readonly Stack currentConcurrentObjects = new Stack(); 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; currentConcurrentObjects.Clear(); for (int i = SelectionBlueprints.Count - 1; i >= 0; i--) { var b = SelectionBlueprints[i]; // 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 = e => hitObjectDragged = e != null, }; } protected sealed override DragBox CreateDragBox() => new TimelineDragBox(); protected override void UpdateSelectionFromDragBox() { Composer.BlueprintContainer.CommitIfPlacementActive(); var dragBox = (TimelineDragBox)DragBox; double minTime = dragBox.MinTime; double maxTime = dragBox.MaxTime; SelectedItems.RemoveAll(hitObject => !shouldBeSelected(hitObject)); foreach (var hitObject in Beatmap.HitObjects.Except(SelectedItems).Where(shouldBeSelected)) { Composer.Playfield.SetKeepAlive(hitObject, true); SelectedItems.Add(hitObject); } bool shouldBeSelected(HitObject hitObject) { double midTime = (hitObject.StartTime + hitObject.GetEndTime()) / 2; return minTime <= midTime && midTime <= maxTime; } } private void handleScrollViaDrag() { // The amount of time dragging before we reach maximum drag speed. const float time_ramp_multiplier = 5000; // A maximum drag speed to ensure things don't get out of hand. const float max_velocity = 10; if (timeline == null) return; var mousePos = timeline.ToLocalSpace(InputManager.CurrentState.Mouse.Position); // for better UX do not require the user to drag all the way to the edge and beyond to initiate a drag-scroll. // this is especially important in scenarios like fullscreen, where mouse confine will usually be on // and the user physically *won't be able to* drag beyond the edge of the timeline // (since its left edge is co-incident with the window edge). const float scroll_tolerance = 40; float leftBound = timeline.BoundingBox.TopLeft.X + scroll_tolerance; float rightBound = timeline.BoundingBox.TopRight.X - scroll_tolerance; float amount = 0; if (mousePos.X > rightBound) amount = mousePos.X - rightBound; else if (mousePos.X < leftBound) amount = mousePos.X - leftBound; if (amount == 0) { dragTimeAccumulated = 0; return; } amount = Math.Sign(amount) * Math.Min(max_velocity, MathF.Pow(Math.Clamp(Math.Abs(amount), 0, scroll_tolerance), 2)); dragTimeAccumulated += (float)Clock.ElapsedFrameTime; timeline.ScrollBy(amount * (float)Clock.ElapsedFrameTime * Math.Min(1, dragTimeAccumulated / time_ramp_multiplier)); } private partial class SelectableAreaBackground : CompositeDrawable { [Resolved] private OsuColour colours { get; set; } 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, } }); } 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); } } protected partial class TimelineSelectionBlueprintContainer : Container> { protected override Container> Content { get; } public TimelineSelectionBlueprintContainer() { AddInternal(new TimelinePart>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both }); } } } }