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Merge pull request #10399 from peppy/editor-beatmap-batch-change-support
Add editor beatmap batch change support
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commit
338b4c56ce
@ -239,10 +239,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void deleteSelected()
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{
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ChangeHandler?.BeginChange();
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foreach (var h in selectedBlueprints.ToList())
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EditorBeatmap?.Remove(h.HitObject);
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EditorBeatmap?.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
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ChangeHandler?.EndChange();
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}
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@ -484,8 +484,7 @@ namespace osu.Game.Screens.Edit
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protected void Cut()
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{
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Copy();
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foreach (var h in editorBeatmap.SelectedHitObjects.ToArray())
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editorBeatmap.Remove(h);
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editorBeatmap.RemoveRange(editorBeatmap.SelectedHitObjects.ToArray());
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}
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protected void Copy()
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@ -91,14 +91,19 @@ namespace osu.Game.Screens.Edit
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private readonly HashSet<HitObject> pendingUpdates = new HashSet<HitObject>();
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private bool isBatchApplying;
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/// <summary>
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/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
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public void AddRange(IEnumerable<HitObject> hitObjects)
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{
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Add(h);
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});
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}
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/// <summary>
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@ -126,6 +131,10 @@ namespace osu.Game.Screens.Edit
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mutableHitObjects.Insert(index, hitObject);
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if (isBatchApplying)
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batchPendingInserts.Add(hitObject);
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else
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{
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// must be run after any change to hitobject ordering
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beatmapProcessor?.PreProcess();
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processHitObject(hitObject);
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@ -133,6 +142,7 @@ namespace osu.Game.Screens.Edit
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HitObjectAdded?.Invoke(hitObject);
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}
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}
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/// <summary>
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/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
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@ -159,6 +169,19 @@ namespace osu.Game.Screens.Edit
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return true;
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}
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/// <summary>
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/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
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public void RemoveRange(IEnumerable<HitObject> hitObjects)
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{
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Remove(h);
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});
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}
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/// <summary>
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/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
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/// </summary>
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@ -180,6 +203,10 @@ namespace osu.Game.Screens.Edit
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bindable.UnbindAll();
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startTimeBindables.Remove(hitObject);
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if (isBatchApplying)
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batchPendingDeletes.Add(hitObject);
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else
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{
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// must be run after any change to hitobject ordering
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beatmapProcessor?.PreProcess();
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processHitObject(hitObject);
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@ -187,15 +214,45 @@ namespace osu.Game.Screens.Edit
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HitObjectRemoved?.Invoke(hitObject);
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}
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}
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private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
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private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
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/// <summary>
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/// Apply a batch of operations in one go, without performing Pre/Postprocessing each time.
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/// </summary>
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/// <param name="applyFunction">The function which will apply the batch changes.</param>
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public void ApplyBatchChanges(Action<EditorBeatmap> applyFunction)
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{
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if (isBatchApplying)
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throw new InvalidOperationException("Attempting to perform a batch application from within an existing batch");
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isBatchApplying = true;
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applyFunction(this);
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beatmapProcessor?.PreProcess();
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foreach (var h in batchPendingDeletes) processHitObject(h);
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foreach (var h in batchPendingInserts) processHitObject(h);
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beatmapProcessor?.PostProcess();
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foreach (var h in batchPendingDeletes) HitObjectRemoved?.Invoke(h);
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foreach (var h in batchPendingInserts) HitObjectAdded?.Invoke(h);
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batchPendingDeletes.Clear();
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batchPendingInserts.Clear();
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isBatchApplying = false;
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}
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/// <summary>
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/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public void Clear()
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{
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foreach (var h in HitObjects.ToArray())
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Remove(h);
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}
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public void Clear() => RemoveRange(HitObjects.ToArray());
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protected override void Update()
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{
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@ -68,16 +68,19 @@ namespace osu.Game.Screens.Edit
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toRemove.Sort();
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toAdd.Sort();
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editorBeatmap.ApplyBatchChanges(eb =>
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{
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// Apply the changes.
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for (int i = toRemove.Count - 1; i >= 0; i--)
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editorBeatmap.RemoveAt(toRemove[i]);
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eb.RemoveAt(toRemove[i]);
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if (toAdd.Count > 0)
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{
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IBeatmap newBeatmap = readBeatmap(newState);
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foreach (var i in toAdd)
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editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
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eb.Insert(i, newBeatmap.HitObjects[i]);
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}
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});
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}
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private string readString(byte[] state) => Encoding.UTF8.GetString(state);
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