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Move control point display to the base timeline class
We want them to display on all screens with a timeline as they are quite useful in all cases.
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@ -12,6 +12,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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@ -21,6 +22,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public class Timeline : ZoomableScrollContainer, IPositionSnapProvider
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{
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public readonly Bindable<bool> WaveformVisible = new Bindable<bool>();
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public readonly Bindable<bool> ControlPointsVisible = new Bindable<bool>();
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public readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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[Resolved]
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@ -56,24 +60,34 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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private WaveformGraph waveform;
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private ControlPointPart controlPoints;
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours)
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{
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Add(waveform = new WaveformGraph
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AddRange(new Drawable[]
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Blue.Opacity(0.2f),
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LowColour = colours.BlueLighter,
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MidColour = colours.BlueDark,
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HighColour = colours.BlueDarker,
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Depth = float.MaxValue
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waveform = new WaveformGraph
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Blue.Opacity(0.2f),
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LowColour = colours.BlueLighter,
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MidColour = colours.BlueDark,
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HighColour = colours.BlueDarker,
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Depth = float.MaxValue
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},
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controlPoints = new ControlPointPart
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{
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RelativeSizeAxes = Axes.Both
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},
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new TimelineTickDisplay(),
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});
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// We don't want the centre marker to scroll
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AddInternal(new CentreMarker { Depth = float.MaxValue });
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WaveformVisible.ValueChanged += visible => waveform.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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ControlPointsVisible.ValueChanged += visible => controlPoints.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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Beatmap.BindTo(beatmap);
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Beatmap.BindValueChanged(b =>
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