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Fix per-frame allocations in BeatmapCarousel

This commit is contained in:
Dean Herbert 2024-09-04 14:31:59 +09:00
parent 1f122ab38d
commit 421f245c31
No known key found for this signature in database
3 changed files with 17 additions and 16 deletions

View File

@ -1405,9 +1405,9 @@ namespace osu.Game.Tests.Visual.SongSelect
yield return item;
if (item is DrawableCarouselBeatmapSet set)
if (item is DrawableCarouselBeatmapSet set && set.Beatmaps?.IsLoaded == true)
{
foreach (var difficulty in set.DrawableBeatmaps)
foreach (var difficulty in set.Beatmaps)
yield return difficulty;
}
}

View File

@ -857,8 +857,9 @@ namespace osu.Game.Screens.Select
// Add those items within the previously found index range that should be displayed.
foreach (var item in toDisplay)
{
var panel = setPool.Get(p => p.Item = item);
var panel = setPool.Get();
panel.Item = item;
panel.Y = item.CarouselYPosition;
Scroll.Add(panel);
@ -898,10 +899,12 @@ namespace osu.Game.Screens.Select
Scroll.ChangeChildDepth(item, hasPassedSelection ? -item.Item.CarouselYPosition : item.Item.CarouselYPosition);
}
if (item is DrawableCarouselBeatmapSet set)
if (item is DrawableCarouselBeatmapSet set && set.Beatmaps?.IsLoaded == true)
{
foreach (var diff in set.DrawableBeatmaps)
foreach (var diff in set.Beatmaps)
{
updateItem(diff, item);
}
}
}
}
@ -1101,7 +1104,7 @@ namespace osu.Game.Screens.Select
}
/// <summary>
/// Update a item's x position and multiplicative alpha based on its y position and
/// Update an item's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
/// <param name="item">The item to be updated.</param>

View File

@ -51,9 +51,7 @@ namespace osu.Game.Screens.Select.Carousel
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; } = null!;
public IEnumerable<DrawableCarouselItem> DrawableBeatmaps => beatmapContainer?.IsLoaded != true ? Enumerable.Empty<DrawableCarouselItem>() : beatmapContainer.AliveChildren;
private Container<DrawableCarouselItem>? beatmapContainer;
public Container<DrawableCarouselItem>? Beatmaps;
private BeatmapSetInfo beatmapSet = null!;
@ -126,7 +124,7 @@ namespace osu.Game.Screens.Select.Carousel
Content.Clear();
Header.Clear();
beatmapContainer = null;
Beatmaps = null;
beatmapsLoadTask = null;
if (Item == null)
@ -164,7 +162,7 @@ namespace osu.Game.Screens.Select.Carousel
// if we are already displaying all the correct beatmaps, only run animation updates.
// note that the displayed beatmaps may change due to the applied filter.
// a future optimisation could add/remove only changed difficulties rather than reinitialise.
if (beatmapContainer != null && visibleBeatmaps.Length == beatmapContainer.Count && visibleBeatmaps.All(b => beatmapContainer.Any(c => c.Item == b)))
if (Beatmaps != null && visibleBeatmaps.Length == Beatmaps.Count && visibleBeatmaps.All(b => Beatmaps.Any(c => c.Item == b)))
{
updateBeatmapYPositions();
}
@ -173,17 +171,17 @@ namespace osu.Game.Screens.Select.Carousel
// on selection we show our child beatmaps.
// for now this is a simple drawable construction each selection.
// can be improved in the future.
beatmapContainer = new Container<DrawableCarouselItem>
Beatmaps = new Container<DrawableCarouselItem>
{
X = 100,
RelativeSizeAxes = Axes.Both,
ChildrenEnumerable = visibleBeatmaps.Select(c => c.CreateDrawableRepresentation()!)
};
beatmapsLoadTask = LoadComponentAsync(beatmapContainer, loaded =>
beatmapsLoadTask = LoadComponentAsync(Beatmaps, loaded =>
{
// make sure the pooled target hasn't changed.
if (beatmapContainer != loaded)
if (Beatmaps != loaded)
return;
Content.Child = loaded;
@ -244,7 +242,7 @@ namespace osu.Game.Screens.Select.Carousel
private void updateBeatmapYPositions()
{
if (beatmapContainer == null)
if (Beatmaps == null)
return;
if (beatmapsLoadTask == null || !beatmapsLoadTask.IsCompleted)
@ -254,7 +252,7 @@ namespace osu.Game.Screens.Select.Carousel
bool isSelected = Item?.State.Value == CarouselItemState.Selected;
foreach (var panel in beatmapContainer)
foreach (var panel in Beatmaps)
{
Debug.Assert(panel.Item != null);