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osu-lazer/osu.Game/Screens/Edit/EditorBeatmap.cs

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// 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.
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#nullable disable
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Lists;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Legacy;
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using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Edit
{
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public partial class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
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{
/// <summary>
/// Will become <c>true</c> when a new update is queued, and <c>false</c> when all updates have been applied.
/// </summary>
/// <remarks>
/// This is intended to be used to avoid performing operations (like playback of samples)
/// while mutating hitobjects.
/// </remarks>
public IBindable<bool> UpdateInProgress => updateInProgress;
private readonly BindableBool updateInProgress = new BindableBool();
/// <summary>
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/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
/// </summary>
public event Action<HitObject> HitObjectAdded;
/// <summary>
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/// Invoked when a <see cref="HitObject"/> is removed from this <see cref="EditorBeatmap"/>.
/// </summary>
public event Action<HitObject> HitObjectRemoved;
/// <summary>
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/// Invoked when a <see cref="HitObject"/> is updated.
/// </summary>
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public event Action<HitObject> HitObjectUpdated;
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/// <summary>
/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
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/// </summary>
/// <remarks>
/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
/// </remarks>
public event Action BeatmapReprocessed;
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/// <summary>
/// All currently selected <see cref="HitObject"/>s.
/// </summary>
public readonly BindableList<HitObject> SelectedHitObjects = new BindableList<HitObject>();
/// <summary>
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/// The current placement. Null if there's no active placement.
/// </summary>
public readonly Bindable<HitObject> PlacementObject = new Bindable<HitObject>();
private readonly BeatmapInfo beatmapInfo;
public readonly IBeatmap PlayableBeatmap;
/// <summary>
/// Whether at least one timing control point is present and providing timing information.
/// </summary>
public IBindable<bool> HasTiming => hasTiming;
private readonly Bindable<bool> hasTiming = new Bindable<bool>();
[CanBeNull]
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public readonly EditorBeatmapSkin BeatmapSkin;
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[Resolved]
private BindableBeatDivisor beatDivisor { get; set; }
[Resolved]
private EditorClock editorClock { get; set; }
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public BindableInt PreviewTime { get; }
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private readonly IBeatmapProcessor beatmapProcessor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null, BeatmapInfo beatmapInfo = null)
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{
PlayableBeatmap = playableBeatmap;
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PlayableBeatmap.ControlPointInfo = ConvertControlPoints(PlayableBeatmap.ControlPointInfo);
this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
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if (beatmapSkin is Skin skin)
{
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BeatmapSkin = new EditorBeatmapSkin(skin);
BeatmapSkin.BeatmapSkinChanged += SaveState;
}
beatmapProcessor = new EditorBeatmapProcessor(this, playableBeatmap.BeatmapInfo.Ruleset.CreateInstance());
foreach (var obj in HitObjects)
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trackStartTime(obj);
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Breaks = new BindableList<BreakPeriod>(playableBeatmap.Breaks);
Breaks.BindCollectionChanged((_, _) =>
{
playableBeatmap.Breaks.Clear();
playableBeatmap.Breaks.AddRange(Breaks);
});
PreviewTime = new BindableInt(BeatmapInfo.Metadata.PreviewTime);
PreviewTime.BindValueChanged(s =>
{
BeginChange();
BeatmapInfo.Metadata.PreviewTime = s.NewValue;
EndChange();
});
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}
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/// <summary>
/// Converts a <see cref="ControlPointInfo"/> such that the resultant <see cref="ControlPointInfo"/> is non-legacy.
/// </summary>
/// <param name="incoming">The <see cref="ControlPointInfo"/> to convert.</param>
/// <returns>The non-legacy <see cref="ControlPointInfo"/>. <paramref name="incoming"/> is returned if already non-legacy.</returns>
public static ControlPointInfo ConvertControlPoints(ControlPointInfo incoming)
{
// ensure we are not working with legacy control points.
// if we leave the legacy points around they will be applied over any local changes on
// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
if (!(incoming is LegacyControlPointInfo))
return incoming;
var newControlPoints = new ControlPointInfo();
foreach (var controlPoint in incoming.AllControlPoints)
{
switch (controlPoint)
{
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case DifficultyControlPoint:
case SampleControlPoint:
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// skip legacy types.
continue;
default:
newControlPoints.Add(controlPoint.Time, controlPoint);
break;
}
}
return newControlPoints;
}
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public BeatmapInfo BeatmapInfo
{
get => beatmapInfo;
set => throw new InvalidOperationException($"Can't set {nameof(BeatmapInfo)} on {nameof(EditorBeatmap)}");
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}
public BeatmapMetadata Metadata => beatmapInfo.Metadata;
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public BeatmapDifficulty Difficulty
{
get => PlayableBeatmap.Difficulty;
set => PlayableBeatmap.Difficulty = value;
}
public ControlPointInfo ControlPointInfo
{
get => PlayableBeatmap.ControlPointInfo;
set => PlayableBeatmap.ControlPointInfo = value;
}
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public readonly BindableList<BreakPeriod> Breaks;
SortedList<BreakPeriod> IBeatmap.Breaks
{
get => PlayableBeatmap.Breaks;
set => PlayableBeatmap.Breaks = value;
}
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public List<string> UnhandledEventLines => PlayableBeatmap.UnhandledEventLines;
public double TotalBreakTime => PlayableBeatmap.TotalBreakTime;
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public IReadOnlyList<HitObject> HitObjects => PlayableBeatmap.HitObjects;
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public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
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public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
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public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
/// <summary>
/// Perform the provided action on every selected hitobject.
/// Changes will be grouped as one history action.
/// </summary>
/// <remarks>
/// Note that this incurs a full state save, and as such requires the entire beatmap to be encoded, etc.
/// Very frequent use of this method (e.g. once a frame) is most discouraged.
/// If there is need to do so, use local precondition checks to eliminate changes that are known to be no-ops.
/// </remarks>
/// <param name="action">The action to perform.</param>
public void PerformOnSelection(Action<HitObject> action)
{
if (SelectedHitObjects.Count == 0)
return;
BeginChange();
foreach (var h in SelectedHitObjects)
action(h);
EndChange();
}
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/// <summary>
/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
/// </summary>
/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
public void AddRange(IEnumerable<HitObject> hitObjects)
{
BeginChange();
foreach (var h in hitObjects)
Add(h);
EndChange();
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}
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/// <summary>
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/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject)
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{
// Preserve existing sorting order in the beatmap
int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
Insert(insertionIndex + 1, hitObject);
}
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/// <summary>
/// Inserts a <see cref="HitObject"/> into this <see cref="EditorBeatmap"/>.
/// </summary>
/// <remarks>
/// It is the invoker's responsibility to make sure that <see cref="HitObject"/> sorting order is maintained.
/// </remarks>
/// <param name="index">The index to insert the <see cref="HitObject"/> at.</param>
/// <param name="hitObject">The <see cref="HitObject"/> to insert.</param>
public void Insert(int index, HitObject hitObject)
{
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trackStartTime(hitObject);
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mutableHitObjects.Insert(index, hitObject);
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BeginChange();
batchPendingInserts.Add(hitObject);
EndChange();
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}
/// <summary>
/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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public void Update([NotNull] HitObject hitObject)
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{
// updates are debounced regardless of whether a batch is active.
batchPendingUpdates.Add(hitObject);
updateInProgress.Value = true;
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}
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/// <summary>
/// Update all hit objects with potentially changed difficulty or control point data.
/// </summary>
public void UpdateAllHitObjects()
{
foreach (var h in HitObjects)
batchPendingUpdates.Add(h);
updateInProgress.Value = true;
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}
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/// <summary>
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/// Removes a <see cref="HitObject"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
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/// <returns>True if the <see cref="HitObject"/> has been removed, false otherwise.</returns>
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public bool Remove(HitObject hitObject)
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{
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int index = FindIndex(hitObject);
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if (index == -1)
return false;
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RemoveAt(index);
return true;
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}
/// <summary>
/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
/// </summary>
/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
public void RemoveRange(IEnumerable<HitObject> hitObjects)
{
BeginChange();
foreach (var h in hitObjects)
Remove(h);
EndChange();
}
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/// <summary>
/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to search for.</param>
/// <returns>The index of <paramref name="hitObject"/>.</returns>
public int FindIndex(HitObject hitObject) => mutableHitObjects.IndexOf(hitObject);
/// <summary>
/// Removes a <see cref="HitObject"/> at an index in this <see cref="EditorBeatmap"/>.
/// </summary>
/// <param name="index">The index of the <see cref="HitObject"/> to remove.</param>
public void RemoveAt(int index)
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{
HitObject hitObject = (HitObject)mutableHitObjects[index]!;
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mutableHitObjects.RemoveAt(index);
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var bindable = startTimeBindables[hitObject];
bindable.UnbindAll();
startTimeBindables.Remove(hitObject);
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BeginChange();
batchPendingDeletes.Add(hitObject);
EndChange();
}
protected override void Update()
{
base.Update();
if (batchPendingUpdates.Count > 0)
UpdateState();
hasTiming.Value = !ReferenceEquals(ControlPointInfo.TimingPointAt(editorClock.CurrentTime), TimingControlPoint.DEFAULT);
}
protected override void UpdateState()
{
if (batchPendingUpdates.Count == 0 && batchPendingDeletes.Count == 0 && batchPendingInserts.Count == 0)
return;
beatmapProcessor.PreProcess();
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foreach (var h in batchPendingDeletes) processHitObject(h);
foreach (var h in batchPendingInserts) processHitObject(h);
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foreach (var h in batchPendingUpdates) processHitObject(h);
beatmapProcessor.PostProcess();
BeatmapReprocessed?.Invoke();
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// callbacks may modify the lists so let's be safe about it
var deletes = batchPendingDeletes.ToArray();
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batchPendingDeletes.Clear();
var inserts = batchPendingInserts.ToArray();
batchPendingInserts.Clear();
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var updates = batchPendingUpdates.ToArray();
batchPendingUpdates.Clear();
foreach (var h in deletes) SelectedHitObjects.Remove(h);
foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
foreach (var h in inserts) HitObjectAdded?.Invoke(h);
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foreach (var h in updates) HitObjectUpdated?.Invoke(h);
updateInProgress.Value = false;
}
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/// <summary>
/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
/// </summary>
public void Clear() => RemoveRange(HitObjects.ToArray());
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private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
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private void trackStartTime(HitObject hitObject)
{
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startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
startTimeBindables[hitObject].ValueChanged += _ =>
{
// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
mutableHitObjects.Remove(hitObject);
int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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Update(hitObject);
};
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}
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private int findInsertionIndex(IReadOnlyList<HitObject> list, double startTime)
{
for (int i = 0; i < list.Count; i++)
{
if (list[i].StartTime > startTime)
return i - 1;
}
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return list.Count - 1;
}
public double SnapTime(double time, double? referenceTime) => ControlPointInfo.GetClosestSnappedTime(time, BeatDivisor, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
public int BeatDivisor => beatDivisor?.Value ?? 1;
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}
}