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Merge pull request #29667 from EVAST9919/effect-point-perf-2

Rework kiai handling in `SummaryTimeline`
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Dean Herbert 2024-08-31 13:58:28 +09:00 committed by GitHub
commit 62f737d8de
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4 changed files with 147 additions and 135 deletions

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@ -1,132 +0,0 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Extensions;
using osu.Game.Graphics;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
public partial class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisation
{
private readonly EffectControlPoint effect;
private Bindable<bool> kiai = null!;
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
public EffectPointVisualisation(EffectControlPoint point)
{
RelativePositionAxes = Axes.Both;
RelativeSizeAxes = Axes.Y;
effect = point;
}
[BackgroundDependencyLoader]
private void load()
{
kiai = effect.KiaiModeBindable.GetBoundCopy();
kiai.BindValueChanged(_ => refreshDisplay(), true);
}
private EffectControlPoint? nextControlPoint;
protected override void LoadComplete()
{
base.LoadComplete();
// Due to the limitations of ControlPointInfo, it's impossible to know via event flow when the next kiai point has changed.
// This is due to the fact that an EffectPoint can be added to an existing group. We would need to bind to ItemAdded on *every*
// future group to track this.
//
// I foresee this being a potential performance issue on beatmaps with many control points, so let's limit how often we check
// for changes. ControlPointInfo needs a refactor to make this flow better, but it should do for now.
Scheduler.AddDelayed(() =>
{
EffectControlPoint? next = null;
for (int i = 0; i < beatmap.ControlPointInfo.EffectPoints.Count; i++)
{
var point = beatmap.ControlPointInfo.EffectPoints[i];
if (point.Time > effect.Time)
{
next = point;
break;
}
}
if (!ReferenceEquals(nextControlPoint, next))
{
nextControlPoint = next;
refreshDisplay();
}
}, 100, true);
}
private void refreshDisplay()
{
ClearInternal();
if (beatmap.BeatmapInfo.Ruleset.CreateInstance().EditorShowScrollSpeed)
{
AddInternal(new ControlPointVisualisation(effect)
{
// importantly, override the x position being set since we do that in the GroupVisualisation parent drawable.
X = 0,
});
}
if (!kiai.Value)
return;
// handle kiai duration
// eventually this will be simpler when we have control points with durations.
if (nextControlPoint != null)
{
RelativeSizeAxes = Axes.Both;
Origin = Anchor.TopLeft;
Width = (float)(nextControlPoint.Time - effect.Time);
AddInternal(new KiaiVisualisation(effect.Time, nextControlPoint.Time)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.BottomLeft,
Origin = Anchor.CentreLeft,
Height = 0.4f,
Depth = float.MaxValue,
Colour = colours.Purple1,
});
}
}
private partial class KiaiVisualisation : Circle, IHasTooltip
{
private readonly double startTime;
private readonly double endTime;
public KiaiVisualisation(double startTime, double endTime)
{
this.startTime = startTime;
this.endTime = endTime;
}
public LocalisableString TooltipText => $"{startTime.ToEditorFormattedString()} - {endTime.ToEditorFormattedString()} kiai time";
}
// kiai sections display duration, so are required to be visualised.
public bool IsVisuallyRedundant(ControlPoint other) => other is EffectControlPoint otherEffect && effect.KiaiMode == otherEffect.KiaiMode;
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -15,6 +16,8 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
private readonly IBindableList<ControlPoint> controlPoints = new BindableList<ControlPoint>();
private bool showScrollSpeed;
public GroupVisualisation(ControlPointGroup group)
{
RelativePositionAxes = Axes.X;
@ -24,8 +27,13 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
Group = group;
X = (float)group.Time;
}
[BackgroundDependencyLoader]
private void load(EditorBeatmap beatmap)
{
showScrollSpeed = beatmap.BeatmapInfo.Ruleset.CreateInstance().EditorShowScrollSpeed;
// Run in constructor so IsRedundant calls can work correctly.
controlPoints.BindTo(Group.ControlPoints);
controlPoints.BindCollectionChanged((_, _) =>
{
@ -47,8 +55,15 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
});
break;
case EffectControlPoint effect:
AddInternal(new EffectPointVisualisation(effect));
case EffectControlPoint:
if (!showScrollSpeed)
return;
AddInternal(new ControlPointVisualisation(point)
{
// importantly, override the x position being set since we do that above.
X = 0,
});
break;
}
}

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@ -0,0 +1,123 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Extensions;
using osu.Game.Graphics;
namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
{
/// <summary>
/// The part of the timeline that displays kiai sections in the song.
/// </summary>
public partial class KiaiPart : TimelinePart
{
private DrawablePool<KiaiVisualisation> pool = null!;
[BackgroundDependencyLoader]
private void load()
{
AddInternal(pool = new DrawablePool<KiaiVisualisation>(10));
}
protected override void LoadBeatmap(EditorBeatmap beatmap)
{
base.LoadBeatmap(beatmap);
EditorBeatmap.ControlPointInfo.ControlPointsChanged += updateParts;
}
protected override void LoadComplete()
{
base.LoadComplete();
updateParts();
}
private void updateParts() => Scheduler.AddOnce(() =>
{
Clear(disposeChildren: false);
double? startTime = null;
foreach (var effectPoint in EditorBeatmap.ControlPointInfo.EffectPoints)
{
if (startTime.HasValue)
{
if (effectPoint.KiaiMode)
continue;
var section = new KiaiSection
{
StartTime = startTime.Value,
EndTime = effectPoint.Time
};
Add(pool.Get(v => v.Section = section));
startTime = null;
}
else
{
if (!effectPoint.KiaiMode)
continue;
startTime = effectPoint.Time;
}
}
// last effect point has kiai enabled, kiai should last until the end of the map
if (startTime.HasValue)
{
Add(pool.Get(v => v.Section = new KiaiSection
{
StartTime = startTime.Value,
EndTime = Content.RelativeChildSize.X
}));
}
});
private partial class KiaiVisualisation : PoolableDrawable, IHasTooltip
{
private KiaiSection section;
public KiaiSection Section
{
set
{
section = value;
X = (float)value.StartTime;
Width = (float)value.Duration;
}
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
RelativePositionAxes = Axes.X;
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.CentreLeft;
Origin = Anchor.CentreLeft;
Height = 0.2f;
AddInternal(new Circle
{
RelativeSizeAxes = Axes.Both,
Colour = colours.Purple1
});
}
public LocalisableString TooltipText => $"{section.StartTime.ToEditorFormattedString()} - {section.EndTime.ToEditorFormattedString()} kiai time";
}
private readonly struct KiaiSection
{
public double StartTime { get; init; }
public double EndTime { get; init; }
public double Duration => EndTime - StartTime;
}
}
}

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@ -65,6 +65,12 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
new KiaiPart
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
new ControlPointPart
{
Anchor = Anchor.Centre,