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osu-lazer/osu.Game/Screens/Edit/Compose/Components/Timeline/Timeline.cs

358 lines
13 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 System;
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.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
[Cached]
public partial class Timeline : ZoomableScrollContainer, IPositionSnapProvider
{
private const float timeline_height = 80;
private const float timeline_expanded_height = 94;
private readonly Drawable userContent;
private bool alwaysShowControlPoints;
public bool AlwaysShowControlPoints
{
get => alwaysShowControlPoints;
set
{
if (value == alwaysShowControlPoints)
return;
alwaysShowControlPoints = value;
controlPointsVisible.TriggerChange();
}
}
[Resolved]
private EditorClock editorClock { get; set; } = null!;
[Resolved]
private EditorBeatmap editorBeatmap { get; set; } = null!;
/// <summary>
/// The timeline's scroll position in the last frame.
/// </summary>
private float lastScrollPosition;
/// <summary>
/// The track time in the last frame.
/// </summary>
private double lastTrackTime;
/// <summary>
/// Whether the user is currently dragging the timeline.
/// </summary>
private bool handlingDragInput;
/// <summary>
/// Whether the track was playing before a user drag event.
/// </summary>
private bool trackWasPlaying;
/// <summary>
/// The timeline zoom level at a 1x zoom scale.
/// </summary>
private float defaultTimelineZoom;
private WaveformGraph waveform = null!;
private TimelineTickDisplay ticks = null!;
private TimelineControlPointDisplay controlPoints = null!;
private Container mainContent = null!;
private Bindable<float> waveformOpacity = null!;
private Bindable<bool> controlPointsVisible = null!;
private Bindable<bool> ticksVisible = null!;
private double trackLengthForZoom;
private readonly IBindable<Track> track = new Bindable<Track>();
public Timeline(Drawable userContent)
{
this.userContent = userContent;
RelativeSizeAxes = Axes.X;
Height = timeline_height;
ZoomDuration = 200;
ZoomEasing = Easing.OutQuint;
ScrollbarVisible = false;
}
[BackgroundDependencyLoader]
private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours, OsuConfigManager config)
{
CentreMarker centreMarker;
// We don't want the centre marker to scroll
AddInternal(centreMarker = new CentreMarker());
ticks = new TimelineTickDisplay
{
Padding = new MarginPadding { Vertical = 2, },
};
AddRange(new Drawable[]
{
controlPoints = new TimelineControlPointDisplay
{
RelativeSizeAxes = Axes.X,
Height = timeline_expanded_height,
},
ticks,
mainContent = new Container
{
RelativeSizeAxes = Axes.X,
Height = timeline_height,
Depth = float.MaxValue,
Children = new[]
{
waveform = new WaveformGraph
{
RelativeSizeAxes = Axes.Both,
BaseColour = colours.Blue.Opacity(0.2f),
LowColour = colours.BlueLighter,
MidColour = colours.BlueDark,
HighColour = colours.BlueDarker,
},
ticks.CreateProxy(),
centreMarker.CreateProxy(),
new Box
{
Name = "zero marker",
RelativeSizeAxes = Axes.Y,
Width = 2,
Origin = Anchor.TopCentre,
Colour = colours.YellowDarker,
},
userContent,
}
},
});
waveformOpacity = config.GetBindable<float>(OsuSetting.EditorWaveformOpacity);
controlPointsVisible = config.GetBindable<bool>(OsuSetting.EditorTimelineShowTimingChanges);
ticksVisible = config.GetBindable<bool>(OsuSetting.EditorTimelineShowTicks);
track.BindTo(editorClock.Track);
track.BindValueChanged(_ =>
{
waveform.Waveform = beatmap.Value.Waveform;
Scheduler.AddOnce(applyVisualOffset, beatmap);
}, true);
Zoom = (float)(defaultTimelineZoom * editorBeatmap.BeatmapInfo.TimelineZoom);
}
private void applyVisualOffset(IBindable<WorkingBeatmap> beatmap)
{
waveform.RelativePositionAxes = Axes.X;
if (beatmap.Value.Track.Length > 0)
waveform.X = -(float)(Editor.WAVEFORM_VISUAL_OFFSET / beatmap.Value.Track.Length);
else
{
// sometimes this can be the case immediately after a track switch.
// reschedule with the hope that the track length eventually populates.
Scheduler.AddOnce(applyVisualOffset, beatmap);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
waveformOpacity.BindValueChanged(_ => updateWaveformOpacity(), true);
ticksVisible.BindValueChanged(visible => ticks.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint), true);
controlPointsVisible.BindValueChanged(visible =>
{
if (visible.NewValue || alwaysShowControlPoints)
{
this.ResizeHeightTo(timeline_expanded_height, 200, Easing.OutQuint);
mainContent.MoveToY(15, 200, Easing.OutQuint);
// delay the fade in else masking looks weird.
controlPoints.Delay(180).FadeIn(400, Easing.OutQuint);
}
else
{
controlPoints.FadeOut(200, Easing.OutQuint);
// likewise, delay the resize until the fade is complete.
this.Delay(180).ResizeHeightTo(timeline_height, 200, Easing.OutQuint);
mainContent.Delay(180).MoveToY(0, 200, Easing.OutQuint);
}
}, true);
}
private void updateWaveformOpacity() =>
waveform.FadeTo(waveformOpacity.Value, 200, Easing.OutQuint);
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 (editorClock.IsRunning)
scrollToTrackTime();
if (editorClock.TrackLength != trackLengthForZoom)
{
defaultTimelineZoom = getZoomLevelForVisibleMilliseconds(6000);
float minimumZoom = getZoomLevelForVisibleMilliseconds(10000);
float maximumZoom = getZoomLevelForVisibleMilliseconds(500);
float initialZoom = (float)Math.Clamp(defaultTimelineZoom * (editorBeatmap.BeatmapInfo.TimelineZoom == 0 ? 1 : editorBeatmap.BeatmapInfo.TimelineZoom), minimumZoom, maximumZoom);
SetupZoom(initialZoom, minimumZoom, maximumZoom);
float getZoomLevelForVisibleMilliseconds(double milliseconds) => Math.Max(1, (float)(editorClock.TrackLength / milliseconds));
trackLengthForZoom = editorClock.TrackLength;
}
}
protected override bool OnScroll(ScrollEvent e)
{
// if this is not a precision scroll event, let the editor handle the seek itself (for snapping support)
if (!e.AltPressed && !e.IsPrecise)
return false;
return base.OnScroll(e);
}
protected override void OnZoomChanged()
{
base.OnZoomChanged();
editorBeatmap.BeatmapInfo.TimelineZoom = Zoom / defaultTimelineZoom;
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (handlingDragInput)
seekTrackToCurrent();
else if (!editorClock.IsRunning)
{
// The track isn't running. There are three cases we have to be wary of:
// 1) The user flick-drags on this timeline and we are applying an interpolated seek on the clock, until interrupted by 2 or 3.
// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline; clicking a hitobject etc.). We want the timeline to track the clock's time.
// 3) An ongoing seek transform is running from an external seek. We want the timeline to track the clock's time.
// The simplest way to cover the first two cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
// Checking IsSeeking covers the third case, where the transform may not have been applied yet.
if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime && !editorClock.IsSeeking)
seekTrackToCurrent();
else
scrollToTrackTime();
}
lastScrollPosition = Current;
lastTrackTime = editorClock.CurrentTime;
}
private void seekTrackToCurrent()
{
double target = TimeAtPosition(Current);
editorClock.Seek(Math.Min(editorClock.TrackLength, target));
}
private void scrollToTrackTime()
{
if (editorClock.TrackLength == 0)
return;
// covers the case where the user starts playback after a drag is in progress.
// we want to ensure the clock is always stopped during drags to avoid weird audio playback.
if (handlingDragInput)
editorClock.Stop();
float position = PositionAtTime(editorClock.CurrentTime);
ScrollTo(position, false);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (base.OnMouseDown(e))
beginUserDrag();
// handling right button as well breaks context menus inside the timeline, only handle left button for now.
return e.Button == MouseButton.Left;
}
protected override void OnMouseUp(MouseUpEvent e)
{
endUserDrag();
base.OnMouseUp(e);
}
private void beginUserDrag()
{
handlingDragInput = true;
trackWasPlaying = editorClock.IsRunning;
editorClock.Stop();
}
private void endUserDrag()
{
handlingDragInput = false;
if (trackWasPlaying)
editorClock.Start();
}
[Resolved]
private IBeatSnapProvider beatSnapProvider { get; set; } = null!;
/// <summary>
/// The total amount of time visible on the timeline.
/// </summary>
public double VisibleRange => editorClock.TrackLength / Zoom;
public double TimeAtPosition(float x)
{
return x / Content.DrawWidth * editorClock.TrackLength;
}
public float PositionAtTime(double time)
{
return (float)(time / editorClock.TrackLength * Content.DrawWidth);
}
public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
{
double time = TimeAtPosition(Content.ToLocalSpace(screenSpacePosition).X);
return new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(time));
}
}
}