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mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:27:29 +08:00

Merge pull request #26499 from OliBomby/slider-performance

Fix lag when dragging first slider control point in editor
This commit is contained in:
Dean Herbert 2024-01-16 13:22:49 +09:00 committed by GitHub
commit 2fdbc501c2
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 18 additions and 9 deletions

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@ -51,10 +51,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
base.LoadComplete(); base.LoadComplete();
hitObjectPosition = hitObject.PositionBindable.GetBoundCopy(); hitObjectPosition = hitObject.PositionBindable.GetBoundCopy();
hitObjectPosition.BindValueChanged(_ => updateConnectingPath()); hitObjectPosition.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
pathVersion = hitObject.Path.Version.GetBoundCopy(); pathVersion = hitObject.Path.Version.GetBoundCopy();
pathVersion.BindValueChanged(_ => updateConnectingPath()); pathVersion.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
updateConnectingPath(); updateConnectingPath();
} }

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@ -244,6 +244,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
else if (slidingSample.IsPlaying) else if (slidingSample.IsPlaying)
slidingSample.Stop(); slidingSample.Stop();
} }
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// During slider path editing, the PlaySliderBody is scheduled to refresh once on Update.
// It is crucial to perform the code below in UpdateAfterChildren. This ensures that the SliderBody has the opportunity
// to update its Size and PathOffset beforehand, ensuring correct placement.
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1); double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);

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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects
set set
{ {
repeatCount = value; repeatCount = value;
updateNestedPositions(); endPositionCache.Invalidate();
} }
} }
@ -165,7 +165,7 @@ namespace osu.Game.Rulesets.Osu.Objects
public Slider() public Slider()
{ {
SamplesBindable.CollectionChanged += (_, _) => UpdateNestedSamples(); SamplesBindable.CollectionChanged += (_, _) => UpdateNestedSamples();
Path.Version.ValueChanged += _ => updateNestedPositions(); Path.Version.ValueChanged += _ => endPositionCache.Invalidate();
} }
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)

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@ -14,16 +14,16 @@ namespace osu.Game.Rulesets.Osu.Objects
/// </summary> /// </summary>
public abstract class SliderEndCircle : HitCircle public abstract class SliderEndCircle : HitCircle
{ {
private readonly Slider slider; protected readonly Slider Slider;
protected SliderEndCircle(Slider slider) protected SliderEndCircle(Slider slider)
{ {
this.slider = slider; Slider = slider;
} }
public int RepeatIndex { get; set; } public int RepeatIndex { get; set; }
public double SpanDuration => slider.SpanDuration; public double SpanDuration => Slider.SpanDuration;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{ {
@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Objects
else else
{ {
// The first end circle should fade in with the slider. // The first end circle should fade in with the slider.
TimePreempt += StartTime - slider.StartTime; TimePreempt += StartTime - Slider.StartTime;
} }
} }

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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
ScaleBindable.BindValueChanged(scale => PathRadius = OsuHitObject.OBJECT_RADIUS * scale.NewValue, true); ScaleBindable.BindValueChanged(scale => PathRadius = OsuHitObject.OBJECT_RADIUS * scale.NewValue, true);
pathVersion = drawableSlider.PathVersion.GetBoundCopy(); pathVersion = drawableSlider.PathVersion.GetBoundCopy();
pathVersion.BindValueChanged(_ => Refresh()); pathVersion.BindValueChanged(_ => Scheduler.AddOnce(Refresh));
AccentColourBindable = drawableObject.AccentColour.GetBoundCopy(); AccentColourBindable = drawableObject.AccentColour.GetBoundCopy();
AccentColourBindable.BindValueChanged(accent => AccentColour = GetBodyAccentColour(skin, accent.NewValue), true); AccentColourBindable.BindValueChanged(accent => AccentColour = GetBodyAccentColour(skin, accent.NewValue), true);