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osu-lazer/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointPart.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
using System;
using System.Collections.Specialized;
using System.Linq;
using osu.Framework.Bindables;
using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
/// <summary>
/// The part of the timeline that displays the control points.
/// </summary>
public partial class ControlPointPart : TimelinePart<GroupVisualisation>
{
private readonly IBindableList<ControlPointGroup> controlPointGroups = new BindableList<ControlPointGroup>();
protected override void LoadBeatmap(EditorBeatmap beatmap)
{
base.LoadBeatmap(beatmap);
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controlPointGroups.UnbindAll();
controlPointGroups.BindTo(beatmap.ControlPointInfo.Groups);
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controlPointGroups.BindCollectionChanged((_, args) =>
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Reset:
Clear();
break;
case NotifyCollectionChangedAction.Add:
foreach (var group in args.NewItems.OfType<ControlPointGroup>())
{
// 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.
if (Children.Any(g => Math.Abs(g.Group.Time - group.Time) < 500 && g.IsVisuallyRedundant(group)))
continue;
Add(new GroupVisualisation(group));
}
break;
case NotifyCollectionChangedAction.Remove:
foreach (var group in args.OldItems.OfType<ControlPointGroup>())
{
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var matching = Children.SingleOrDefault(gv => ReferenceEquals(gv.Group, group));
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.
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// this is an edge case which shouldn't affect the user too badly. we may flatten control point groups in the future
// which would allow this to be handled better.
Clear();
foreach (var g in controlPointGroups)
Add(new GroupVisualisation(g));
}
}
break;
}
}, true);
}
}
}