// 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.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Audio; using osu.Framework.Input.Events; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Graphics; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { public class Timeline : ZoomableScrollContainer { public readonly Bindable WaveformVisible = new Bindable(); public readonly IBindable Beatmap = new Bindable(); private IAdjustableClock adjustableClock; public Timeline() { ZoomDuration = 200; ZoomEasing = Easing.OutQuint; Zoom = 10; ScrollbarVisible = false; } private WaveformGraph waveform; [BackgroundDependencyLoader] private void load(IBindable beatmap, IAdjustableClock adjustableClock, OsuColour colours) { this.adjustableClock = adjustableClock; Children = new Drawable[] { waveform = new WaveformGraph { RelativeSizeAxes = Axes.Both, Colour = colours.Blue.Opacity(0.2f), LowColour = colours.BlueLighter, MidColour = colours.BlueDark, HighColour = colours.BlueDarker, Depth = float.MaxValue }, }; // We don't want the centre marker to scroll AddInternal(new CentreMarker()); WaveformVisible.ValueChanged += visible => waveform.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint); Beatmap.BindTo(beatmap); Beatmap.BindValueChanged(b => { waveform.Waveform = b.NewValue.Waveform; track = b.NewValue.Track; }, true); } /// /// The timeline's scroll position in the last frame. /// private float lastScrollPosition; /// /// The track time in the last frame. /// private double lastTrackTime; /// /// Whether the user is currently dragging the timeline. /// private bool handlingDragInput; /// /// Whether the track was playing before a user drag event. /// private bool trackWasPlaying; private Track track; protected override void Update() { base.Update(); // The extrema of track time should be positioned at the centre of the container when scrolled to the start or end Content.Margin = new MarginPadding { Horizontal = DrawWidth / 2 }; // This needs to happen after transforms are updated, but before the scroll position is updated in base.UpdateAfterChildren if (adjustableClock.IsRunning) scrollToTrackTime(); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); if (handlingDragInput) seekTrackToCurrent(); else if (!adjustableClock.IsRunning) { // The track isn't running. There are two cases we have to be wary of: // 1) The user flick-drags on this timeline: We want the track to follow us // 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time // The simplest way to cover both cases is by checking whether the scroll position has changed and the audio hasn't been changed externally if (Current != lastScrollPosition && adjustableClock.CurrentTime == lastTrackTime) seekTrackToCurrent(); else scrollToTrackTime(); } lastScrollPosition = Current; lastTrackTime = adjustableClock.CurrentTime; } private void seekTrackToCurrent() { if (!track.IsLoaded) return; adjustableClock.Seek(Current / Content.DrawWidth * track.Length); } private void scrollToTrackTime() { if (!track.IsLoaded) return; ScrollTo((float)(adjustableClock.CurrentTime / track.Length) * Content.DrawWidth, false); } protected override bool OnMouseDown(MouseDownEvent e) { if (base.OnMouseDown(e)) { beginUserDrag(); return true; } return false; } protected override bool OnMouseUp(MouseUpEvent e) { endUserDrag(); return base.OnMouseUp(e); } private void beginUserDrag() { handlingDragInput = true; trackWasPlaying = adjustableClock.IsRunning; adjustableClock.Stop(); } private void endUserDrag() { handlingDragInput = false; if (trackWasPlaying) adjustableClock.Start(); } } }