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osu-lazer/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/EffectPointVisualisation.cs
2024-07-12 16:39:41 +09:00

126 lines
4.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Extensions;
using osu.Game.Graphics;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
public partial class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisation
{
private readonly EffectControlPoint effect;
private Bindable<bool> kiai = null!;
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
public EffectPointVisualisation(EffectControlPoint point)
{
RelativePositionAxes = Axes.Both;
RelativeSizeAxes = Axes.Y;
effect = point;
}
[BackgroundDependencyLoader]
private void load()
{
kiai = effect.KiaiModeBindable.GetBoundCopy();
kiai.BindValueChanged(_ => refreshDisplay(), true);
}
private EffectControlPoint? nextControlPoint;
protected override void LoadComplete()
{
base.LoadComplete();
// Due to the limitations of ControlPointInfo, it's impossible to know via event flow when the next kiai point has changed.
// This is due to the fact that an EffectPoint can be added to an existing group. We would need to bind to ItemAdded on *every*
// future group to track this.
//
// I foresee this being a potential performance issue on beatmaps with many control points, so let's limit how often we check
// for changes. ControlPointInfo needs a refactor to make this flow better, but it should do for now.
Scheduler.AddDelayed(() =>
{
EffectControlPoint? next = null;
for (int i = 0; i < beatmap.ControlPointInfo.EffectPoints.Count; i++)
{
var point = beatmap.ControlPointInfo.EffectPoints[i];
if (point.Time > effect.Time)
{
next = point;
break;
}
}
if (!ReferenceEquals(nextControlPoint, next))
{
nextControlPoint = next;
refreshDisplay();
}
}, 100, true);
}
private void refreshDisplay()
{
ClearInternal();
AddInternal(new ControlPointVisualisation(effect));
if (!kiai.Value)
return;
// handle kiai duration
// eventually this will be simpler when we have control points with durations.
if (nextControlPoint != null)
{
RelativeSizeAxes = Axes.Both;
Origin = Anchor.TopLeft;
Width = (float)(nextControlPoint.Time - effect.Time);
AddInternal(new KiaiVisualisation(effect.Time, nextControlPoint.Time)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.BottomLeft,
Origin = Anchor.CentreLeft,
Height = 0.4f,
Depth = float.MaxValue,
Colour = effect.GetRepresentingColour(colours),
});
}
}
private partial class KiaiVisualisation : Circle, IHasTooltip
{
private readonly double startTime;
private readonly double endTime;
public KiaiVisualisation(double startTime, double endTime)
{
this.startTime = startTime;
this.endTime = endTime;
}
public LocalisableString TooltipText => $"{startTime.ToEditorFormattedString()} - {endTime.ToEditorFormattedString()} kiai time";
}
// kiai sections display duration, so are required to be visualised.
public bool IsVisuallyRedundant(ControlPoint other) => other is EffectControlPoint otherEffect && effect.KiaiMode == otherEffect.KiaiMode;
}
}