// 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.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Caching; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts; using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { public class TimelineTickDisplay : TimelinePart { [Resolved] private EditorBeatmap beatmap { get; set; } [Resolved] private Bindable working { get; set; } [Resolved] private BindableBeatDivisor beatDivisor { get; set; } [Resolved] private OsuColour colours { get; set; } public TimelineTickDisplay() { RelativeSizeAxes = Axes.Both; } private readonly Cached tickCache = new Cached(); [BackgroundDependencyLoader] private void load() { beatDivisor.BindValueChanged(_ => tickCache.Invalidate()); } /// /// The visible time/position range of the timeline. /// private (float min, float max) visibleRange = (float.MinValue, float.MaxValue); /// /// The next time/position value to the left of the display when tick regeneration needs to be run. /// private float? nextMinTick; /// /// The next time/position value to the right of the display when tick regeneration needs to be run. /// private float? nextMaxTick; [Resolved(canBeNull: true)] private Timeline timeline { get; set; } protected override void Update() { base.Update(); if (timeline != null) { var newRange = ( ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopLeft).X / DrawWidth * Content.RelativeChildSize.X, ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopRight).X / DrawWidth * Content.RelativeChildSize.X); if (visibleRange != newRange) { visibleRange = newRange; // actual regeneration only needs to occur if we've passed one of the known next min/max tick boundaries. if (nextMinTick == null || nextMaxTick == null || (visibleRange.min < nextMinTick || visibleRange.max > nextMaxTick)) tickCache.Invalidate(); } } if (!tickCache.IsValid) createTicks(); } private void createTicks() { int drawableIndex = 0; int highestDivisor = BindableBeatDivisor.VALID_DIVISORS.Last(); nextMinTick = null; nextMaxTick = null; for (var i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++) { var point = beatmap.ControlPointInfo.TimingPoints[i]; var until = i + 1 < beatmap.ControlPointInfo.TimingPoints.Count ? beatmap.ControlPointInfo.TimingPoints[i + 1].Time : working.Value.Track.Length; int beat = 0; for (double t = point.Time; t < until; t += point.BeatLength / beatDivisor.Value) { float xPos = (float)t; if (t < visibleRange.min) nextMinTick = xPos; else if (t > visibleRange.max) nextMaxTick ??= xPos; else { // if this is the first beat in the beatmap, there is no next min tick if (beat == 0 && i == 0) nextMinTick = float.MinValue; var indexInBeat = beat % beatDivisor.Value; var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value); var colour = BindableBeatDivisor.GetColourFor(divisor, colours); // even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn. var height = indexInBeat == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f; var topPoint = getNextUsablePoint(); topPoint.X = xPos; topPoint.Colour = colour; topPoint.Height = height; topPoint.Anchor = Anchor.TopLeft; topPoint.Origin = Anchor.TopCentre; var bottomPoint = getNextUsablePoint(); bottomPoint.X = xPos; bottomPoint.Colour = colour; bottomPoint.Anchor = Anchor.BottomLeft; bottomPoint.Origin = Anchor.BottomCentre; bottomPoint.Height = height; } beat++; } } int usedDrawables = drawableIndex; // save a few drawables beyond the currently used for edge cases. while (drawableIndex < Math.Min(usedDrawables + 16, Count)) Children[drawableIndex++].Hide(); // expire any excess while (drawableIndex < Count) Children[drawableIndex++].Expire(); tickCache.Validate(); Drawable getNextUsablePoint() { PointVisualisation point; if (drawableIndex >= Count) Add(point = new PointVisualisation()); else point = Children[drawableIndex]; drawableIndex++; point.Show(); return point; } } } }