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Re-namespace and split out timeline parts from the SummaryTimeline
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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 the control points.
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/// </summary>
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internal class ControlPointPart : TimelinePart
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{
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protected override void LoadBeatmap(WorkingBeatmap beatmap)
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{
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ControlPointInfo cpi = beatmap.Beatmap.ControlPointInfo;
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cpi.TimingPoints.ForEach(addTimingPoint);
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// Consider all non-timing points as the same type
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cpi.SoundPoints.Select(c => (ControlPoint)c)
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.Concat(cpi.EffectPoints)
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.Concat(cpi.DifficultyPoints)
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.Distinct()
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// Non-timing points should not be added where there are timing points
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.Where(c => cpi.TimingPointAt(c.Time).Time != c.Time)
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.ForEach(addNonTimingPoint);
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}
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private void addTimingPoint(ControlPoint controlPoint) => Add(new TimingPointVisualisation(controlPoint));
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private void addNonTimingPoint(ControlPoint controlPoint) => Add(new NonTimingPointVisualisation(controlPoint));
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private class TimingPointVisualisation : ControlPointVisualisation
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{
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public TimingPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.YellowDark;
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}
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private class NonTimingPointVisualisation : ControlPointVisualisation
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{
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public NonTimingPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.Green;
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}
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private abstract class ControlPointVisualisation : PointVisualisation
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{
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protected ControlPointVisualisation(ControlPoint controlPoint)
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: base(controlPoint.Time)
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{
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}
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}
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}
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}
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