Merge pull request #19457 from peppy/fix-summary-kiai-ranges

Fix editor summary timeline not responding to kiai changes correctly
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Salman Ahmed 2022-07-29 20:09:45 +03:00 committed by GitHub
commit f79d749fea
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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@ -18,13 +16,13 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
public class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisation
{
private readonly EffectControlPoint effect;
private Bindable<bool> kiai;
private Bindable<bool> kiai = null!;
[Resolved]
private EditorBeatmap beatmap { get; set; }
private EditorBeatmap beatmap { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; }
private OsuColour colours { get; set; } = null!;
public EffectPointVisualisation(EffectControlPoint point)
{
@ -38,37 +36,61 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
private void load()
{
kiai = effect.KiaiModeBindable.GetBoundCopy();
kiai.BindValueChanged(_ =>
kiai.BindValueChanged(_ => refreshDisplay(), true);
}
private EffectControlPoint? nextControlPoint;
protected override void LoadComplete()
{
base.LoadComplete();
// Due to the limitations of ControlPointInfo, it's impossible to know via event flow when the next kiai point has changed.
// This is due to the fact that an EffectPoint can be added to an existing group. We would need to bind to ItemAdded on *every*
// future group to track this.
//
// I foresee this being a potential performance issue on beatmaps with many control points, so let's limit how often we check
// for changes. ControlPointInfo needs a refactor to make this flow better, but it should do for now.
Scheduler.AddDelayed(() =>
{
ClearInternal();
var next = beatmap.ControlPointInfo.EffectPoints.FirstOrDefault(c => c.Time > effect.Time);
AddInternal(new ControlPointVisualisation(effect));
if (!kiai.Value)
return;
var endControlPoint = beatmap.ControlPointInfo.EffectPoints.FirstOrDefault(c => c.Time > effect.Time && !c.KiaiMode);
// handle kiai duration
// eventually this will be simpler when we have control points with durations.
if (endControlPoint != null)
if (!ReferenceEquals(nextControlPoint, next))
{
RelativeSizeAxes = Axes.Both;
Origin = Anchor.TopLeft;
Width = (float)(endControlPoint.Time - effect.Time);
AddInternal(new PointVisualisation
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.TopLeft,
Width = 1,
Height = 0.25f,
Depth = float.MaxValue,
Colour = effect.GetRepresentingColour(colours).Darken(0.5f),
});
nextControlPoint = next;
refreshDisplay();
}
}, true);
}, 100, true);
}
private void refreshDisplay()
{
ClearInternal();
AddInternal(new ControlPointVisualisation(effect));
if (!kiai.Value)
return;
// handle kiai duration
// eventually this will be simpler when we have control points with durations.
if (nextControlPoint != null)
{
RelativeSizeAxes = Axes.Both;
Origin = Anchor.TopLeft;
Width = (float)(nextControlPoint.Time - effect.Time);
AddInternal(new PointVisualisation
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.TopLeft,
Width = 1,
Height = 0.25f,
Depth = float.MaxValue,
Colour = effect.GetRepresentingColour(colours).Darken(0.5f),
});
}
}
// kiai sections display duration, so are required to be visualised.