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Improve timeline selection performance

But selecting a large number of hit objects is still very slow
because all DHOs must be added
and also `AddBlueprintFor` has quadratic behaviors
This commit is contained in:
ekrctb 2022-10-05 21:26:00 +09:00
parent 0613388aaa
commit 00b3d97f69
2 changed files with 12 additions and 16 deletions

View File

@ -58,13 +58,19 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
case NotifyCollectionChangedAction.Add:
foreach (object o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
{
if (blueprintMap.TryGetValue((T)o, out var blueprint))
blueprint.Select();
}
break;
case NotifyCollectionChangedAction.Remove:
foreach (object o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
{
if (blueprintMap.TryGetValue((T)o, out var blueprint))
blueprint.Deselect();
}
break;
}

View File

@ -182,21 +182,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
var dragBox = (TimelineDragBox)DragBox;
double minTime = dragBox.MinTime;
double maxTime = dragBox.MaxTime;
Console.WriteLine($"{minTime}, {maxTime}");
// TODO: performance
foreach (var hitObject in Beatmap.HitObjects)
{
bool shouldBeSelected = minTime <= hitObject.StartTime && hitObject.StartTime <= maxTime;
bool isSelected = SelectedItems.Contains(hitObject);
if (isSelected != shouldBeSelected)
{
if (!isSelected)
SelectedItems.Add(hitObject);
else
SelectedItems.Remove(hitObject);
}
}
SelectedItems.RemoveAll(hitObject => !shouldBeSelected(hitObject));
SelectedItems.AddRange(Beatmap.HitObjects.Except(SelectedItems).Where(hitObject => shouldBeSelected(hitObject)));
bool shouldBeSelected(HitObject hitObject) => minTime <= hitObject.StartTime && hitObject.StartTime <= maxTime;
}
private void handleScrollViaDrag(DragEvent e)