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https://github.com/ppy/osu
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Move WaveformDisplay into separate class and add some commenting
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168
osu.Game/Screens/Edit/Screens/Compose/WaveformDisplay.cs
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168
osu.Game/Screens/Edit/Screens/Compose/WaveformDisplay.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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namespace osu.Game.Screens.Edit.Screens.Compose
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{
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public class WaveformDisplay : Drawable
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{
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/// <summary>
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/// The beatmap which the audio waveform should be displayed for.
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/// </summary>
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/// <returns></returns>
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public readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private Shader shader;
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private readonly Texture texture;
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public WaveformDisplay()
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{
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texture = Texture.WhitePixel;
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Beatmap.ValueChanged += generateWaveform;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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}
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private float resolution = 1;
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/// <summary>
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/// Controls the amount of interpolation of the waveform into the width of this <see cref="WaveformDisplay"/>.
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/// Points in the waveform are interpolated between 1 / <see cref="Resolution"/> pixels of this <see cref="WaveformDisplay"/>.
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/// </summary>
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/// <returns></returns>
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public float Resolution
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{
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get { return resolution; }
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set
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{
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if (value < 0 || value > 1)
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throw new ArgumentOutOfRangeException(nameof(value));
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if (resolution == value)
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return;
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resolution = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private Waveform waveform;
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private Track lastQueriedTrack;
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private void generateWaveform(WorkingBeatmap beatmap)
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{
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// Cancel the old query so we don't saturate the audio thread
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lastQueriedTrack?.CancelWaveformQuery();
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beatmap.Track.QueryWaveform(w =>
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{
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if (Beatmap.Value == beatmap)
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{
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waveform = w;
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Invalidate(Invalidation.DrawNode);
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}
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});
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lastQueriedTrack = beatmap.Track;
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}
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private readonly WaveformDrawNodeSharedData sharedData = new WaveformDrawNodeSharedData();
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protected override DrawNode CreateDrawNode() => new WaveformDrawNode();
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protected override void ApplyDrawNode(DrawNode node)
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{
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var n = (WaveformDrawNode)node;
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n.Shader = shader;
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n.Texture = texture;
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n.Size = DrawSize;
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n.Shared = sharedData;
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n.Points = waveform.Generate((int)(MathHelper.Clamp(Math.Ceiling(DrawWidth), 0, waveform.TotalPoints) * resolution));
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n.Channels = waveform.Channels;
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base.ApplyDrawNode(node);
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}
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private class WaveformDrawNodeSharedData
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{
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public readonly QuadBatch<TexturedVertex2D> VertexBatch = new QuadBatch<TexturedVertex2D>(1000, 10);
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}
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private class WaveformDrawNode : DrawNode
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{
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public Shader Shader;
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public Texture Texture;
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public WaveformDrawNodeSharedData Shared;
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public List<WaveformPoint> Points;
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public Vector2 Size;
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public int Channels;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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if (Points == null || Points.Count == 0)
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return;
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Shader.Bind();
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Texture.TextureGL.Bind();
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float separation = Size.X / (Points.Count - 1);
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Vector2 localInflationAmount = new Vector2(0, 1) * DrawInfo.MatrixInverse.ExtractScale().Xy;
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for (int i = 0; i < Points.Count - 1; i++)
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{
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ColourInfo colour = DrawInfo.Colour;
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Quad quadToDraw;
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switch (Channels)
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{
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default:
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case 2:
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{
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float height = Size.Y / 2;
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quadToDraw = new Quad(
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new Vector2(i * separation, height - Points[i].Amplitude[0] * height),
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new Vector2((i + 1) * separation, height - Points[i + 1].Amplitude[0] * height),
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new Vector2(i * separation, height + Points[i].Amplitude[1] * height),
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new Vector2((i + 1) * separation, height + Points[i + 1].Amplitude[1] * height)
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);
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}
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break;
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case 1:
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{
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quadToDraw = new Quad(
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new Vector2(i * separation, Size.Y - Points[i].Amplitude[0] * Size.Y),
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new Vector2((i + 1) * separation, Size.Y - Points[i + 1].Amplitude[0] * Size.Y),
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new Vector2(i * separation, Size.Y),
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new Vector2((i + 1) * separation, Size.Y)
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);
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break;
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}
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}
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Texture.DrawQuad(quadToDraw * DrawInfo.Matrix, colour, null, Shared.VertexBatch.Add, Vector2.Divide(localInflationAmount, quadToDraw.Size));
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}
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Shader.Unbind();
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}
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}
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}
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}
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@ -1,26 +1,17 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.ES30;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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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.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Screens.Edit.Screens.Compose;
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namespace osu.Game.Tests.Visual
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{
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@ -94,143 +85,5 @@ namespace osu.Game.Tests.Visual
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame) => beatmapBacking.BindTo(osuGame.Beatmap);
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private class WaveformDisplay : Drawable
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{
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public readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private Waveform waveform;
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private Shader shader;
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private readonly Texture texture;
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public WaveformDisplay()
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{
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texture = Texture.WhitePixel;
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Beatmap.ValueChanged += generateWaveform;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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}
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private float resolution = 1;
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public float Resolution
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{
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get { return resolution; }
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set
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{
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if (resolution == value)
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return;
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resolution = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private Track lastQueriedTrack;
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private void generateWaveform(WorkingBeatmap beatmap)
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{
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// Cancel the old query so we don't saturate the audio thread
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lastQueriedTrack?.CancelWaveformQuery();
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beatmap.Track.QueryWaveform(w =>
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{
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if (Beatmap.Value == beatmap)
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{
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waveform = w;
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Invalidate(Invalidation.DrawNode);
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}
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});
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lastQueriedTrack = beatmap.Track;
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}
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private readonly WaveformDrawNodeSharedData sharedData = new WaveformDrawNodeSharedData();
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protected override DrawNode CreateDrawNode() => new WaveformDrawNode();
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protected override void ApplyDrawNode(DrawNode node)
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{
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var n = (WaveformDrawNode)node;
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n.Shader = shader;
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n.Texture = texture;
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n.Size = DrawSize;
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n.Shared = sharedData;
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n.Points = waveform.Generate((int)(MathHelper.Clamp(Math.Ceiling(DrawWidth), 0, waveform.TotalPoints) * resolution));
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n.Channels = waveform.Channels;
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base.ApplyDrawNode(node);
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}
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private class WaveformDrawNodeSharedData
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{
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public readonly QuadBatch<TexturedVertex2D> VertexBatch = new QuadBatch<TexturedVertex2D>(1000, 10);
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}
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private class WaveformDrawNode : DrawNode
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{
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public Shader Shader;
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public Texture Texture;
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public WaveformDrawNodeSharedData Shared;
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public List<WaveformPoint> Points;
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public Vector2 Size;
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public int Channels;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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if (Points == null || Points.Count == 0)
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return;
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Shader.Bind();
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Texture.TextureGL.Bind();
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float separation = Size.X / (Points.Count - 1);
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Vector2 localInflationAmount = new Vector2(0, 1) * DrawInfo.MatrixInverse.ExtractScale().Xy;
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for (int i = 0; i < Points.Count - 1; i++)
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{
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ColourInfo colour = DrawInfo.Colour;
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Quad quadToDraw;
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switch (Channels)
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{
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default:
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case 2:
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{
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float height = Size.Y / 2;
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quadToDraw = new Quad(
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new Vector2(i * separation, height - Points[i].Amplitude[0] * height),
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new Vector2((i + 1) * separation, height - Points[i + 1].Amplitude[0] * height),
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new Vector2(i * separation, height + Points[i].Amplitude[1] * height),
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new Vector2((i + 1) * separation, height + Points[i + 1].Amplitude[1] * height)
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);
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}
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break;
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case 1:
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{
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quadToDraw = new Quad(
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new Vector2(i * separation, Size.Y - Points[i].Amplitude[0] * Size.Y),
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new Vector2((i + 1) * separation, Size.Y - Points[i + 1].Amplitude[0] * Size.Y),
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new Vector2(i * separation, Size.Y),
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new Vector2((i + 1) * separation, Size.Y)
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);
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break;
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}
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}
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Texture.DrawQuad(quadToDraw * DrawInfo.Matrix, colour, null, Shared.VertexBatch.Add, Vector2.Divide(localInflationAmount, quadToDraw.Size));
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}
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Shader.Unbind();
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}
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}
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}
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}
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}
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@ -620,6 +620,7 @@
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<Compile Include="Screens\Edit\Menus\ScreenSelectionTabControl.cs" />
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<Compile Include="Screens\Edit\Screens\EditorScreen.cs" />
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<Compile Include="Screens\Edit\Screens\Compose\Compose.cs" />
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<Compile Include="Screens\Edit\Screens\Compose\WaveformDisplay.cs" />
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<Compile Include="Screens\Loader.cs" />
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<Compile Include="Screens\Menu\Button.cs" />
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<Compile Include="Screens\Menu\ButtonSystem.cs" />
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