// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.Containers; using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterfaceV2; using osu.Game.Overlays; using osuTK; namespace osu.Game.Screens.Edit.Timing { public class TimingScreen : EditorScreenWithTimeline { [Cached] public readonly Bindable SelectedGroup = new Bindable(); public TimingScreen() : base(EditorScreenMode.Timing) { } protected override Drawable CreateMainContent() => new GridContainer { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(), new Dimension(GridSizeMode.Absolute, 350), }, Content = new[] { new Drawable[] { new ControlPointList(), new ControlPointSettings(), }, } }; public class ControlPointList : CompositeDrawable { private OsuButton deleteButton; private ControlPointTable table; private readonly IBindableList controlPointGroups = new BindableList(); [Resolved] private EditorClock clock { get; set; } [Resolved] protected EditorBeatmap Beatmap { get; private set; } [Resolved] private Bindable selectedGroup { get; set; } [Resolved(canBeNull: true)] private IEditorChangeHandler changeHandler { get; set; } [BackgroundDependencyLoader] private void load(OverlayColourProvider colours) { RelativeSizeAxes = Axes.Both; const float margins = 10; InternalChildren = new Drawable[] { new Box { Colour = colours.Background4, RelativeSizeAxes = Axes.Both, }, new Box { Colour = colours.Background3, RelativeSizeAxes = Axes.Y, Width = ControlPointTable.TIMING_COLUMN_WIDTH + margins, }, new OsuScrollContainer { RelativeSizeAxes = Axes.Both, Child = table = new ControlPointTable(), }, new FillFlowContainer { AutoSizeAxes = Axes.Both, Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, Direction = FillDirection.Horizontal, Margin = new MarginPadding(margins), Spacing = new Vector2(5), Children = new Drawable[] { deleteButton = new RoundedButton { Text = "-", Size = new Vector2(30, 30), Action = delete, Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, }, new RoundedButton { Text = "+ Add at current time", Action = addNew, Size = new Vector2(160, 30), Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, }, } }, }; } protected override void LoadComplete() { base.LoadComplete(); selectedGroup.BindValueChanged(selected => { deleteButton.Enabled.Value = selected.NewValue != null; }, true); controlPointGroups.BindTo(Beatmap.ControlPointInfo.Groups); controlPointGroups.BindCollectionChanged((sender, args) => { table.ControlGroups = controlPointGroups; changeHandler?.SaveState(); }, true); } protected override void Update() { base.Update(); trackActivePoint(); } /// /// Given the user has selected a control point group, we want to track any group which is /// active at the current point in time which matches the type the user has selected. /// /// So if the user is currently looking at a timing point and seeks into the future, a /// future timing point would be automatically selected if it is now the new "current" point. /// private void trackActivePoint() { // For simplicity only match on the first type of the active control point. var selectedPointType = selectedGroup.Value?.ControlPoints.FirstOrDefault()?.GetType(); if (selectedPointType != null) { // We don't have an efficient way of looking up groups currently, only individual point types. // To improve the efficiency of this in the future, we should reconsider the overall structure of ControlPointInfo. IEnumerable groups = Beatmap.ControlPointInfo.Groups; bool currentTimeBeforeSelectedGroup = clock.CurrentTimeAccurate < selectedGroup.Value.Time; // Decide whether we are searching backwards or forwards. if (currentTimeBeforeSelectedGroup) groups = groups.Reverse(); // Find the next group which has the same type as the selected one. groups = groups.SkipWhile(g => g != selectedGroup.Value) .Skip(1) .Where(g => g.ControlPoints.Any(cp => cp.GetType() == selectedPointType)); ControlPointGroup newGroup = groups.FirstOrDefault(); if (newGroup != null) { if (currentTimeBeforeSelectedGroup) { // When seeking backwards, the first match from the LINQ query is always what we want. selectedGroup.Value = newGroup; } else { // When seeking forwards, we also need to check that the next match is before the current time. if (newGroup.Time <= clock.CurrentTimeAccurate) selectedGroup.Value = newGroup; } } } } private void delete() { if (selectedGroup.Value == null) return; Beatmap.ControlPointInfo.RemoveGroup(selectedGroup.Value); selectedGroup.Value = Beatmap.ControlPointInfo.Groups.FirstOrDefault(g => g.Time >= clock.CurrentTime); } private void addNew() { selectedGroup.Value = Beatmap.ControlPointInfo.GroupAt(clock.CurrentTime, true); } } } }