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osu-lazer/osu.Game/Beatmaps/ControlPoints/ControlPointGroup.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.
using System;
using System.Linq;
using osu.Framework.Bindables;
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namespace osu.Game.Beatmaps.ControlPoints
{
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public class ControlPointGroup : IComparable<ControlPointGroup>, IEquatable<ControlPointGroup>
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{
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public event Action<ControlPoint>? ItemAdded;
public event Action<ControlPoint>? ItemRemoved;
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/// <summary>
/// The time at which the control point takes effect.
/// </summary>
public double Time { get; }
public IBindableList<ControlPoint> ControlPoints => controlPoints;
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private readonly BindableList<ControlPoint> controlPoints = new BindableList<ControlPoint>();
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public ControlPointGroup(double time)
{
Time = time;
}
public int CompareTo(ControlPointGroup other) => Time.CompareTo(other.Time);
public void Add(ControlPoint point)
{
var existing = controlPoints.FirstOrDefault(p => p.GetType() == point.GetType());
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if (existing != null)
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Remove(existing);
point.AttachGroup(this);
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controlPoints.Add(point);
ItemAdded?.Invoke(point);
}
public void Remove(ControlPoint point)
{
controlPoints.Remove(point);
ItemRemoved?.Invoke(point);
}
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public sealed override bool Equals(object? obj)
=> obj is ControlPointGroup otherGroup
&& Equals(otherGroup);
public virtual bool Equals(ControlPointGroup? other)
=> other != null
&& Time == other.Time
&& ControlPoints.SequenceEqual(other.ControlPoints);
public override int GetHashCode()
{
HashCode hashCode = new HashCode();
hashCode.Add(Time);
foreach (var point in controlPoints)
hashCode.Add(point);
return hashCode.ToHashCode();
}
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}
}