mirror of
https://github.com/ppy/osu.git
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d0b1ebff5a
This reverts commit d7d569cf4e
.
203 lines
7.1 KiB
C#
203 lines
7.1 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 System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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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.Parts;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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public partial class TimelineTickDisplay : TimelinePart<PointVisualisation>
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{
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// With current implementation every tick in the sub-tree should be visible, no need to check whether they are masked away.
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public override bool UpdateSubTreeMasking() => false;
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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 Bindable<WorkingBeatmap> working { get; set; } = null!;
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; } = null!;
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[Resolved]
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private IEditorChangeHandler? changeHandler { get; set; }
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public TimelineTickDisplay()
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{
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RelativeSizeAxes = Axes.Both;
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}
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private readonly Cached tickCache = new Cached();
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[BackgroundDependencyLoader]
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private void load()
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{
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beatDivisor.BindValueChanged(_ => invalidateTicks());
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if (changeHandler != null)
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// currently this is the best way to handle any kind of timing changes.
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changeHandler.OnStateChange += invalidateTicks;
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}
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private void invalidateTicks()
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{
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tickCache.Invalidate();
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}
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/// <summary>
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/// The visible time/position range of the timeline.
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/// </summary>
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private (float min, float max) visibleRange = (float.MinValue, float.MaxValue);
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/// <summary>
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/// The next time/position value to the left of the display when tick regeneration needs to be run.
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/// </summary>
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private float? nextMinTick;
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/// <summary>
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/// The next time/position value to the right of the display when tick regeneration needs to be run.
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/// </summary>
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private float? nextMaxTick;
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[Resolved]
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private Timeline? timeline { get; set; }
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protected override void Update()
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{
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base.Update();
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if (timeline == null || DrawWidth <= 0) return;
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(float, float) newRange = (
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(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopLeft).X - PointVisualisation.MAX_WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X,
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(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopRight).X + PointVisualisation.MAX_WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X);
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if (visibleRange != newRange)
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{
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visibleRange = newRange;
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// actual regeneration only needs to occur if we've passed one of the known next min/max tick boundaries.
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if (nextMinTick == null || nextMaxTick == null || (visibleRange.min < nextMinTick || visibleRange.max > nextMaxTick))
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tickCache.Invalidate();
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}
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if (!tickCache.IsValid)
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createTicks();
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}
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private void createTicks()
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{
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int drawableIndex = 0;
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nextMinTick = null;
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nextMaxTick = null;
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for (int i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
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{
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var point = beatmap.ControlPointInfo.TimingPoints[i];
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double until = i + 1 < beatmap.ControlPointInfo.TimingPoints.Count ? beatmap.ControlPointInfo.TimingPoints[i + 1].Time : working.Value.Track.Length;
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int beat = 0;
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for (double t = point.Time; t < until; t += point.BeatLength / beatDivisor.Value)
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{
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float xPos = (float)t;
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if (t < visibleRange.min)
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nextMinTick = xPos;
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else if (t > visibleRange.max)
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nextMaxTick ??= xPos;
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else
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{
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// if this is the first beat in the beatmap, there is no next min tick
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if (beat == 0 && i == 0)
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nextMinTick = float.MinValue;
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int indexInBar = beat % (point.TimeSignature.Numerator * beatDivisor.Value);
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int divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
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var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
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Vector2 size = Vector2.One;
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if (indexInBar != 0)
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size = BindableBeatDivisor.GetSize(divisor);
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var line = getNextUsableLine();
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line.X = xPos;
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line.Width = PointVisualisation.MAX_WIDTH * size.X;
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line.Height = 0.9f * size.Y;
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line.Colour = colour;
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}
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beat++;
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}
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}
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if (Children.Count > 512)
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{
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// There should always be a sanely small number of ticks rendered.
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// If this assertion triggers, either the zoom logic is broken or a beatmap is
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// probably doing weird things...
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//
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// Let's hope the latter never happens.
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// If it does, we can choose to either fix it or ignore it as an outlier.
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string message = $"Timeline is rendering many ticks ({Children.Count})";
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Logger.Log(message);
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Debug.Fail(message);
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}
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int usedDrawables = drawableIndex;
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// save a few drawables beyond the currently used for edge cases.
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while (drawableIndex < Math.Min(usedDrawables + 16, Count))
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Children[drawableIndex++].Alpha = 0;
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// expire any excess
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while (drawableIndex < Count)
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Children[drawableIndex++].Expire();
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tickCache.Validate();
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Drawable getNextUsableLine()
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{
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PointVisualisation point;
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if (drawableIndex >= Count)
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Add(point = new PointVisualisation());
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else
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point = Children[drawableIndex];
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drawableIndex++;
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point.Alpha = 1;
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return point;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (changeHandler != null)
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changeHandler.OnStateChange -= invalidateTicks;
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}
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}
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}
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