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osu-lazer/osu.Game/Screens/Edit/Timing/TimingScreen.cs
2023-02-11 16:26:32 +01:00

58 lines
1.8 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.Game.Beatmaps.ControlPoints;
namespace osu.Game.Screens.Edit.Timing
{
public partial class TimingScreen : EditorScreenWithTimeline
{
[Cached]
public readonly Bindable<ControlPointGroup> SelectedGroup = new Bindable<ControlPointGroup>();
[Resolved]
private EditorClock? editorClock { get; set; }
public TimingScreen()
: base(EditorScreenMode.Timing)
{
}
protected override Drawable CreateMainContent() => new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.Absolute, 350),
},
Content = new[]
{
new Drawable[]
{
new ControlPointList(),
new ControlPointSettings(),
},
}
};
protected override void LoadComplete()
{
base.LoadComplete();
if (editorClock != null)
{
// When entering the timing screen, let's choose the closest valid timing point.
// This will emulate the osu-stable behaviour where a metronome and timing information
// are presented on entering the screen.
var nearestTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(editorClock.CurrentTime);
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(nearestTimingPoint.Time);
}
}
}
}