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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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{
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/// <summary>
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/// The part of the timeline that displays the control points.
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/// </summary>
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public class ControlPointPart : TimelinePart
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{
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protected override void LoadBeatmap(WorkingBeatmap beatmap)
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{
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base.LoadBeatmap(beatmap);
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ControlPointInfo cpi = beatmap.Beatmap.ControlPointInfo;
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cpi.TimingPoints.ForEach(addTimingPoint);
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// Consider all non-timing points as the same type
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cpi.SoundPoints.Select(c => (ControlPoint)c)
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.Concat(cpi.EffectPoints)
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.Concat(cpi.DifficultyPoints)
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.Distinct()
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// Non-timing points should not be added where there are timing points
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.Where(c => cpi.TimingPointAt(c.Time).Time != c.Time)
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.ForEach(addNonTimingPoint);
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}
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private void addTimingPoint(ControlPoint controlPoint) => Add(new TimingPointVisualisation(controlPoint));
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private void addNonTimingPoint(ControlPoint controlPoint) => Add(new NonTimingPointVisualisation(controlPoint));
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private class TimingPointVisualisation : ControlPointVisualisation
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{
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public TimingPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.YellowDark;
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}
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private class NonTimingPointVisualisation : ControlPointVisualisation
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{
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public NonTimingPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.Green;
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}
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private abstract class ControlPointVisualisation : PointVisualisation
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{
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protected ControlPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint.Time)
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{
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}
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}
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}
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}
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