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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 ;
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using System.Collections.Specialized ;
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using System.Linq ;
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using osu.Framework.Bindables ;
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using osu.Game.Beatmaps.ControlPoints ;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
/// <summary>
/// The part of the timeline that displays the control points.
/// </summary>
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public class ControlPointPart : TimelinePart < GroupVisualisation >
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{
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private readonly IBindableList < ControlPointGroup > controlPointGroups = new BindableList < ControlPointGroup > ( ) ;
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protected override void LoadBeatmap ( EditorBeatmap beatmap )
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{
base . LoadBeatmap ( beatmap ) ;
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controlPointGroups . UnbindAll ( ) ;
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controlPointGroups . BindTo ( beatmap . ControlPointInfo . Groups ) ;
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controlPointGroups . BindCollectionChanged ( ( sender , args ) = >
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{
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switch ( args . Action )
{
case NotifyCollectionChangedAction . Reset :
Clear ( ) ;
break ;
case NotifyCollectionChangedAction . Add :
foreach ( var group in args . NewItems . OfType < ControlPointGroup > ( ) )
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{
// as an optimisation, don't add a visualisation if there are already groups with the same types in close proximity.
// for newly added control points (ie. lazer editor first where group is added empty) we always skip for simplicity.
// that is fine, because cases where this is causing a performance issue are mostly where external tools were used to create an insane number of points.
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if ( Children . Any ( g = > Math . Abs ( g . Group . Time - group . Time ) < 1000 & & g . IsRedundant ( group ) ) )
continue ;
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Add ( new GroupVisualisation ( group ) ) ;
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}
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break ;
case NotifyCollectionChangedAction . Remove :
foreach ( var group in args . OldItems . OfType < ControlPointGroup > ( ) )
{
var matching = Children . SingleOrDefault ( gv = > gv . Group = = group ) ;
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if ( matching ! = null )
matching . Expire ( ) ;
else
{
// due to the add optimisation above, if a point is deleted which wasn't being displayed we need to recreate all points
// to guarantee an accurate representation.
//
// note that the case where control point (type) is added or removed from a non-displayed group is not handled correctly.
// this is an edge case which shouldn't affect the user too badly. we may flatted control point groups in the future
// which would allow this to be handled better.
Clear ( ) ;
foreach ( var g in controlPointGroups )
Add ( new GroupVisualisation ( g ) ) ;
}
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}
break ;
}
} , true ) ;
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}
}
}