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Merge branch 'master' into editor-song-end
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@ -8,65 +8,30 @@ 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.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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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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[Cached(typeof(IDistanceSnapProvider))]
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[Cached(typeof(IPositionSnapProvider))]
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[Cached]
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public class Timeline : ZoomableScrollContainer, IDistanceSnapProvider
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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 Bindable<bool> TicksVisible = new Bindable<bool>();
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public readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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[Resolved]
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private IAdjustableClock adjustableClock { get; set; }
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public Timeline()
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{
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ZoomDuration = 200;
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ZoomEasing = Easing.OutQuint;
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ScrollbarVisible = false;
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}
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private WaveformGraph waveform;
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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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{
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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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// We don't want the centre marker to scroll
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AddInternal(new CentreMarker());
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WaveformVisible.ValueChanged += visible => waveform.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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{
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waveform.Waveform = b.NewValue.Waveform;
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track = b.NewValue.Track;
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MinZoom = getZoomLevelForVisibleMilliseconds(10000);
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MaxZoom = getZoomLevelForVisibleMilliseconds(500);
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Zoom = getZoomLevelForVisibleMilliseconds(2000);
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}, true);
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}
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private float getZoomLevelForVisibleMilliseconds(double milliseconds) => (float)(track.Length / milliseconds);
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private EditorClock editorClock { get; set; }
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/// <summary>
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/// The timeline's scroll position in the last frame.
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@ -90,6 +55,77 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private Track track;
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public Timeline()
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{
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ZoomDuration = 200;
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ZoomEasing = Easing.OutQuint;
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ScrollbarVisible = false;
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}
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private WaveformGraph waveform;
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private TimelineTickDisplay ticks;
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private TimelineControlPointDisplay controlPoints;
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private Bindable<float> waveformOpacity;
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours, OsuConfigManager config)
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{
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AddRange(new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Depth = float.MaxValue,
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Children = new Drawable[]
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{
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waveform = new WaveformGraph
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{
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RelativeSizeAxes = Axes.Both,
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BaseColour = 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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},
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ticks = new TimelineTickDisplay(),
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controlPoints = new TimelineControlPointDisplay(),
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}
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},
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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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waveformOpacity = config.GetBindable<float>(OsuSetting.EditorWaveformOpacity);
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waveformOpacity.BindValueChanged(_ => updateWaveformOpacity(), true);
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WaveformVisible.ValueChanged += _ => updateWaveformOpacity();
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ControlPointsVisible.ValueChanged += visible => controlPoints.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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TicksVisible.ValueChanged += visible => ticks.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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{
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waveform.Waveform = b.NewValue.Waveform;
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track = b.NewValue.Track;
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// todo: i don't think this is safe, the track may not be loaded yet.
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if (track.Length > 0)
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{
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MaxZoom = getZoomLevelForVisibleMilliseconds(500);
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MinZoom = getZoomLevelForVisibleMilliseconds(10000);
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Zoom = getZoomLevelForVisibleMilliseconds(2000);
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}
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}, true);
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}
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private void updateWaveformOpacity() =>
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waveform.FadeTo(WaveformVisible.Value ? waveformOpacity.Value : 0, 200, Easing.OutQuint);
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private float getZoomLevelForVisibleMilliseconds(double milliseconds) => Math.Max(1, (float)(track.Length / milliseconds));
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protected override void Update()
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{
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base.Update();
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@ -98,31 +134,42 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Content.Margin = new MarginPadding { Horizontal = DrawWidth / 2 };
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// This needs to happen after transforms are updated, but before the scroll position is updated in base.UpdateAfterChildren
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if (adjustableClock.IsRunning)
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if (editorClock.IsRunning)
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scrollToTrackTime();
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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// if this is not a precision scroll event, let the editor handle the seek itself (for snapping support)
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if (!e.AltPressed && !e.IsPrecise)
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return false;
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return base.OnScroll(e);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (handlingDragInput)
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seekTrackToCurrent();
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else if (!adjustableClock.IsRunning)
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else if (!editorClock.IsRunning)
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{
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// The track isn't running. There are two cases we have to be wary of:
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// 1) The user flick-drags on this timeline: We want the track to follow us
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
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// The track isn't running. There are three cases we have to be wary of:
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// 1) The user flick-drags on this timeline and we are applying an interpolated seek on the clock, until interrupted by 2 or 3.
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline; clicking a hitobject etc.). We want the timeline to track the clock's time.
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// 3) An ongoing seek transform is running from an external seek. We want the timeline to track the clock's time.
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// The simplest way to cover both cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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if (Current != lastScrollPosition && adjustableClock.CurrentTime == lastTrackTime)
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// The simplest way to cover the first two cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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// Checking IsSeeking covers the third case, where the transform may not have been applied yet.
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if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime && !editorClock.IsSeeking)
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seekTrackToCurrent();
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else
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scrollToTrackTime();
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}
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lastScrollPosition = Current;
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lastTrackTime = adjustableClock.CurrentTime;
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lastTrackTime = editorClock.CurrentTime;
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}
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private void seekTrackToCurrent()
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@ -131,16 +178,20 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return;
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double target = Current / Content.DrawWidth * track.Length;
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adjustableClock.Seek(Math.Min(track.Length, target));
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editorClock.Seek(Math.Min(track.Length, target));
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}
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private void scrollToTrackTime()
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{
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if (!track.IsLoaded)
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if (!track.IsLoaded || track.Length == 0)
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return;
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ScrollTo((float)(adjustableClock.CurrentTime / track.Length) * Content.DrawWidth, false);
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// covers the case where the user starts playback after a drag is in progress.
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// we want to ensure the clock is always stopped during drags to avoid weird audio playback.
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if (handlingDragInput)
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editorClock.Stop();
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ScrollTo((float)(editorClock.CurrentTime / track.Length) * Content.DrawWidth, false);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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@ -163,15 +214,15 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private void beginUserDrag()
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{
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handlingDragInput = true;
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trackWasPlaying = adjustableClock.IsRunning;
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adjustableClock.Stop();
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trackWasPlaying = editorClock.IsRunning;
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editorClock.Stop();
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}
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private void endUserDrag()
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{
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handlingDragInput = false;
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if (trackWasPlaying)
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adjustableClock.Start();
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editorClock.Start();
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}
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[Resolved]
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@ -180,11 +231,16 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved]
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private IBeatSnapProvider beatSnapProvider { get; set; }
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public double GetTimeFromScreenSpacePosition(Vector2 position)
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=> getTimeFromPosition(Content.ToLocalSpace(position));
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/// <summary>
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/// The total amount of time visible on the timeline.
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/// </summary>
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public double VisibleRange => track.Length / Zoom;
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public (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time) =>
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(position, beatSnapProvider.SnapTime(getTimeFromPosition(position)));
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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(localPosition.X / Content.DrawWidth) * track.Length;
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