// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.UserInterfaceV2; namespace osu.Game.Screens.Edit.Timing { internal class EffectSection : Section { private LabelledSwitchButton kiai; private LabelledSwitchButton omitBarLine; [BackgroundDependencyLoader] private void load() { Flow.AddRange(new[] { kiai = new LabelledSwitchButton { Label = "Kiai Time" }, omitBarLine = new LabelledSwitchButton { Label = "Skip Bar Line" }, }); } protected override void OnControlPointChanged(ValueChangedEvent point) { if (point.NewValue != null) { kiai.Current = point.NewValue.KiaiModeBindable; kiai.Current.BindValueChanged(_ => ChangeHandler?.SaveState()); omitBarLine.Current = point.NewValue.OmitFirstBarLineBindable; omitBarLine.Current.BindValueChanged(_ => ChangeHandler?.SaveState()); } } protected override EffectControlPoint CreatePoint() { var reference = Beatmap.ControlPointInfo.EffectPointAt(SelectedGroup.Value.Time); return new EffectControlPoint { KiaiMode = reference.KiaiMode, OmitFirstBarLine = reference.OmitFirstBarLine }; } } }