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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.
35 lines
1.1 KiB
C#
35 lines
1.1 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 osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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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 bookmarks.
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/// </summary>
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public class BookmarkPart : 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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foreach (int bookmark in beatmap.BeatmapInfo.Bookmarks)
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Add(new BookmarkVisualisation(bookmark));
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}
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private class BookmarkVisualisation : PointVisualisation
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{
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public BookmarkVisualisation(double startTime)
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: base(startTime)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.Blue;
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}
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}
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}
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