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Add visualisation of bpm (timing) changes to timeline
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// 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.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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public class TimingPointPiece : CompositeDrawable
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{
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private readonly BindableNumber<double> beatLength;
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private OsuSpriteText bpmText;
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public TimingPointPiece(TimingControlPoint point)
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{
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beatLength = point.BeatLengthBindable.GetBoundCopy();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Origin = Anchor.CentreLeft;
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Anchor = Anchor.CentreLeft;
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AutoSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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new Box
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{
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Alpha = 0.9f,
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Colour = ColourInfo.GradientHorizontal(colours.YellowDark, colours.YellowDark.Opacity(0.5f)),
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RelativeSizeAxes = Axes.Both,
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},
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bpmText = new OsuSpriteText
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{
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Alpha = 0.9f,
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Padding = new MarginPadding(3),
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Font = OsuFont.Default.With(size: 40)
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}
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};
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beatLength.BindValueChanged(beatLength =>
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{
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bpmText.Text = $"{60000 / beatLength.NewValue:n1} BPM";
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}, true);
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}
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}
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}
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