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osu-lazer/osu.Game/Beatmaps/ControlPoints/ControlPointInfo.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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using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
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using Newtonsoft.Json;
using osu.Framework.Bindables;
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using osu.Framework.Lists;
using osu.Framework.Utils;
using osu.Game.Screens.Edit;
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namespace osu.Game.Beatmaps.ControlPoints
{
[Serializable]
public class ControlPointInfo
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{
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/// <summary>
/// All control points grouped by time.
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/// </summary>
[JsonProperty]
public IBindableList<ControlPointGroup> Groups => groups;
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private readonly BindableList<ControlPointGroup> groups = new BindableList<ControlPointGroup>();
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/// <summary>
/// All timing points.
/// </summary>
[JsonProperty]
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public IReadOnlyList<TimingControlPoint> TimingPoints => timingPoints;
private readonly SortedList<TimingControlPoint> timingPoints = new SortedList<TimingControlPoint>(Comparer<TimingControlPoint>.Default);
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/// <summary>
/// All difficulty points.
/// </summary>
[JsonProperty]
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public IReadOnlyList<DifficultyControlPoint> DifficultyPoints => difficultyPoints;
private readonly SortedList<DifficultyControlPoint> difficultyPoints = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default);
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/// <summary>
/// All sound points.
/// </summary>
[JsonProperty]
public IBindableList<SampleControlPoint> SamplePoints => samplePoints;
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private readonly BindableList<SampleControlPoint> samplePoints = new BindableList<SampleControlPoint>();
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/// <summary>
/// All effect points.
/// </summary>
[JsonProperty]
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public IReadOnlyList<EffectControlPoint> EffectPoints => effectPoints;
private readonly SortedList<EffectControlPoint> effectPoints = new SortedList<EffectControlPoint>(Comparer<EffectControlPoint>.Default);
/// <summary>
/// All control points, of all types.
/// </summary>
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[JsonIgnore]
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public IEnumerable<ControlPoint> AllControlPoints => Groups.SelectMany(g => g.ControlPoints).ToArray();
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/// <summary>
/// Finds the difficulty control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the difficulty control point at.</param>
/// <returns>The difficulty control point.</returns>
[NotNull]
public DifficultyControlPoint DifficultyPointAt(double time) => binarySearchWithFallback(DifficultyPoints, time, DifficultyControlPoint.DEFAULT);
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/// <summary>
/// Finds the effect control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the effect control point at.</param>
/// <returns>The effect control point.</returns>
[NotNull]
public EffectControlPoint EffectPointAt(double time) => binarySearchWithFallback(EffectPoints, time, EffectControlPoint.DEFAULT);
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/// <summary>
/// Finds the sound control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the sound control point at.</param>
/// <returns>The sound control point.</returns>
[NotNull]
public SampleControlPoint SamplePointAt(double time) => binarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : SampleControlPoint.DEFAULT);
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/// <summary>
/// Finds the timing control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the timing control point at.</param>
/// <returns>The timing control point.</returns>
[NotNull]
public TimingControlPoint TimingPointAt(double time) => binarySearchWithFallback(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : TimingControlPoint.DEFAULT);
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/// <summary>
/// Finds the maximum BPM represented by any timing control point.
/// </summary>
[JsonIgnore]
public double BPMMaximum =>
60000 / (TimingPoints.OrderBy(c => c.BeatLength).FirstOrDefault() ?? TimingControlPoint.DEFAULT).BeatLength;
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/// <summary>
/// Finds the minimum BPM represented by any timing control point.
/// </summary>
[JsonIgnore]
public double BPMMinimum =>
60000 / (TimingPoints.OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? TimingControlPoint.DEFAULT).BeatLength;
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/// <summary>
/// Remove all <see cref="ControlPointGroup"/>s and return to a pristine state.
/// </summary>
public void Clear()
{
groups.Clear();
timingPoints.Clear();
difficultyPoints.Clear();
samplePoints.Clear();
effectPoints.Clear();
}
/// <summary>
/// Add a new <see cref="ControlPoint"/>. Note that the provided control point may not be added if the correct state is already present at the provided time.
/// </summary>
/// <param name="time">The time at which the control point should be added.</param>
/// <param name="controlPoint">The control point to add.</param>
/// <returns>Whether the control point was added.</returns>
public bool Add(double time, ControlPoint controlPoint)
{
if (checkAlreadyExisting(time, controlPoint))
return false;
GroupAt(time, true).Add(controlPoint);
return true;
}
public ControlPointGroup GroupAt(double time, bool addIfNotExisting = false)
{
var newGroup = new ControlPointGroup(time);
int i = groups.BinarySearch(newGroup);
if (i >= 0)
return groups[i];
if (addIfNotExisting)
{
newGroup.ItemAdded += groupItemAdded;
newGroup.ItemRemoved += groupItemRemoved;
groups.Insert(~i, newGroup);
return newGroup;
}
return null;
}
public void RemoveGroup(ControlPointGroup group)
{
foreach (var item in group.ControlPoints.ToArray())
group.Remove(item);
group.ItemAdded -= groupItemAdded;
group.ItemRemoved -= groupItemRemoved;
groups.Remove(group);
}
/// <summary>
/// Returns the time on the given beat divisor closest to the given time.
/// </summary>
/// <param name="time">The time to find the closest snapped time to.</param>
/// <param name="beatDivisor">The beat divisor to snap to.</param>
/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
public double GetClosestSnappedTime(double time, int beatDivisor, double? referenceTime = null)
{
var timingPoint = TimingPointAt(referenceTime ?? time);
return getClosestSnappedTime(timingPoint, time, beatDivisor);
}
/// <summary>
/// Returns the time on *ANY* valid beat divisor, favouring the divisor closest to the given time.
/// </summary>
/// <param name="time">The time to find the closest snapped time to.</param>
public double GetClosestSnappedTime(double time) => GetClosestSnappedTime(time, GetClosestBeatDivisor(time));
/// <summary>
/// Returns the beat snap divisor closest to the given time. If two are equally close, the smallest divisor is returned.
/// </summary>
/// <param name="time">The time to find the closest beat snap divisor to.</param>
/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
public int GetClosestBeatDivisor(double time, double? referenceTime = null)
{
TimingControlPoint timingPoint = TimingPointAt(referenceTime ?? time);
int closestDivisor = 0;
double closestTime = double.MaxValue;
foreach (int divisor in BindableBeatDivisor.VALID_DIVISORS)
{
double distanceFromSnap = Math.Abs(time - getClosestSnappedTime(timingPoint, time, divisor));
if (Precision.DefinitelyBigger(closestTime, distanceFromSnap))
{
closestDivisor = divisor;
closestTime = distanceFromSnap;
}
}
return closestDivisor;
}
private static double getClosestSnappedTime(TimingControlPoint timingPoint, double time, int beatDivisor)
{
var beatLength = timingPoint.BeatLength / beatDivisor;
var beatLengths = (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero);
return timingPoint.Time + beatLengths * beatLength;
}
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/// <summary>
/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
/// Includes logic for returning a specific point when no matching point is found.
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/// </summary>
/// <param name="list">The list to search.</param>
/// <param name="time">The time to find the control point at.</param>
/// <param name="fallback">The control point to use when <paramref name="time"/> is before any control points.</param>
/// <returns>The active control point at <paramref name="time"/>, or a fallback <see cref="ControlPoint"/> if none found.</returns>
private T binarySearchWithFallback<T>(IReadOnlyList<T> list, double time, T fallback)
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where T : ControlPoint
{
return binarySearch(list, time) ?? fallback;
}
/// <summary>
/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
/// </summary>
/// <param name="list">The list to search.</param>
/// <param name="time">The time to find the control point at.</param>
/// <returns>The active control point at <paramref name="time"/>.</returns>
private T binarySearch<T>(IReadOnlyList<T> list, double time)
where T : ControlPoint
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{
if (list == null)
throw new ArgumentNullException(nameof(list));
if (list.Count == 0)
return null;
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if (time < list[0].Time)
return null;
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if (time >= list[^1].Time)
return list[^1];
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int l = 0;
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int r = list.Count - 2;
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while (l <= r)
{
int pivot = l + ((r - l) >> 1);
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if (list[pivot].Time < time)
l = pivot + 1;
else if (list[pivot].Time > time)
r = pivot - 1;
else
return list[pivot];
}
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// l will be the first control point with Time > time, but we want the one before it
return list[l - 1];
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}
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/// <summary>
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/// Check whether <paramref name="newPoint"/> should be added.
/// </summary>
/// <param name="time">The time to find the timing control point at.</param>
/// <param name="newPoint">A point to be added.</param>
/// <returns>Whether the new point should be added.</returns>
private bool checkAlreadyExisting(double time, ControlPoint newPoint)
{
ControlPoint existing = null;
switch (newPoint)
{
case TimingControlPoint _:
// Timing points are a special case and need to be added regardless of fallback availability.
existing = binarySearch(TimingPoints, time);
break;
case EffectControlPoint _:
existing = EffectPointAt(time);
break;
case SampleControlPoint _:
existing = binarySearch(SamplePoints, time);
break;
case DifficultyControlPoint _:
existing = DifficultyPointAt(time);
break;
}
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return newPoint?.IsRedundant(existing) == true;
}
private void groupItemAdded(ControlPoint controlPoint)
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{
switch (controlPoint)
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{
case TimingControlPoint typed:
timingPoints.Add(typed);
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break;
case EffectControlPoint typed:
effectPoints.Add(typed);
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break;
case SampleControlPoint typed:
samplePoints.Add(typed);
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break;
case DifficultyControlPoint typed:
difficultyPoints.Add(typed);
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break;
}
}
private void groupItemRemoved(ControlPoint controlPoint)
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{
switch (controlPoint)
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{
case TimingControlPoint typed:
timingPoints.Remove(typed);
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break;
case EffectControlPoint typed:
effectPoints.Remove(typed);
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break;
case SampleControlPoint typed:
samplePoints.Remove(typed);
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break;
case DifficultyControlPoint typed:
difficultyPoints.Remove(typed);
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break;
}
}
public ControlPointInfo CreateCopy()
{
var controlPointInfo = new ControlPointInfo();
foreach (var point in AllControlPoints)
controlPointInfo.Add(point.Time, point.CreateCopy());
return controlPointInfo;
}
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}
}