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110 lines
3.8 KiB
C#
110 lines
3.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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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public partial class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisation
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{
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private readonly EffectControlPoint effect;
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private Bindable<bool> kiai = null!;
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public EffectPointVisualisation(EffectControlPoint point)
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{
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RelativePositionAxes = Axes.Both;
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RelativeSizeAxes = Axes.Y;
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effect = point;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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kiai = effect.KiaiModeBindable.GetBoundCopy();
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kiai.BindValueChanged(_ => refreshDisplay(), true);
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}
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private EffectControlPoint? nextControlPoint;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Due to the limitations of ControlPointInfo, it's impossible to know via event flow when the next kiai point has changed.
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// 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*
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// future group to track this.
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//
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// I foresee this being a potential performance issue on beatmaps with many control points, so let's limit how often we check
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// for changes. ControlPointInfo needs a refactor to make this flow better, but it should do for now.
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Scheduler.AddDelayed(() =>
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{
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EffectControlPoint? next = null;
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for (int i = 0; i < beatmap.ControlPointInfo.EffectPoints.Count; i++)
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{
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var point = beatmap.ControlPointInfo.EffectPoints[i];
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if (point.Time > effect.Time)
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{
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next = point;
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break;
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}
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}
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if (!ReferenceEquals(nextControlPoint, next))
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{
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nextControlPoint = next;
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refreshDisplay();
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}
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}, 100, true);
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}
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private void refreshDisplay()
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{
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ClearInternal();
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AddInternal(new ControlPointVisualisation(effect));
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if (!kiai.Value)
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return;
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// handle kiai duration
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// eventually this will be simpler when we have control points with durations.
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if (nextControlPoint != null)
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{
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor.TopLeft;
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Width = (float)(nextControlPoint.Time - effect.Time);
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AddInternal(new PointVisualisation
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.TopLeft,
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Width = 1,
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Height = 0.25f,
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Depth = float.MaxValue,
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Colour = effect.GetRepresentingColour(colours).Darken(0.5f),
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});
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}
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}
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// kiai sections display duration, so are required to be visualised.
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public bool IsVisuallyRedundant(ControlPoint other) => other is EffectControlPoint otherEffect && effect.KiaiMode == otherEffect.KiaiMode;
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}
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}
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