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Merge pull request #10441 from peppy/editor-selection-blueprint-performance
Improve performance of slider blueprints
This commit is contained in:
commit
6572ce5f36
@ -49,6 +49,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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OriginPosition = body.PathOffset;
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}
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public void RecyclePath() => body.RecyclePath();
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => body.ReceivePositionalInputAt(screenSpacePos);
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}
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}
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@ -24,10 +24,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public class SliderSelectionBlueprint : OsuSelectionBlueprint<Slider>
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{
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protected readonly SliderBodyPiece BodyPiece;
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protected readonly SliderCircleSelectionBlueprint HeadBlueprint;
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protected readonly SliderCircleSelectionBlueprint TailBlueprint;
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protected readonly PathControlPointVisualiser ControlPointVisualiser;
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protected SliderBodyPiece BodyPiece { get; private set; }
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protected SliderCircleSelectionBlueprint HeadBlueprint { get; private set; }
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protected SliderCircleSelectionBlueprint TailBlueprint { get; private set; }
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protected PathControlPointVisualiser ControlPointVisualiser { get; private set; }
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private readonly DrawableSlider slider;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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@ -44,17 +46,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public SliderSelectionBlueprint(DrawableSlider slider)
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: base(slider)
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{
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var sliderObject = (Slider)slider.HitObject;
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this.slider = slider;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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BodyPiece = new SliderBodyPiece(),
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HeadBlueprint = CreateCircleSelectionBlueprint(slider, SliderPosition.Start),
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TailBlueprint = CreateCircleSelectionBlueprint(slider, SliderPosition.End),
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ControlPointVisualiser = new PathControlPointVisualiser(sliderObject, true)
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{
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RemoveControlPointsRequested = removeControlPoints
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}
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};
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}
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@ -66,13 +68,35 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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pathVersion = HitObject.Path.Version.GetBoundCopy();
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pathVersion.BindValueChanged(_ => updatePath());
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BodyPiece.UpdateFrom(HitObject);
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}
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protected override void Update()
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{
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base.Update();
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BodyPiece.UpdateFrom(HitObject);
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if (IsSelected)
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BodyPiece.UpdateFrom(HitObject);
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}
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protected override void OnSelected()
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{
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AddInternal(ControlPointVisualiser = new PathControlPointVisualiser((Slider)slider.HitObject, true)
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{
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RemoveControlPointsRequested = removeControlPoints
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});
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base.OnSelected();
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}
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protected override void OnDeselected()
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{
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base.OnDeselected();
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// throw away frame buffers on deselection.
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ControlPointVisualiser?.Expire();
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BodyPiece.RecyclePath();
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}
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private Vector2 rightClickPosition;
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@ -89,9 +89,23 @@ namespace osu.Game.Rulesets.Edit
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}
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}
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protected virtual void OnDeselected() => Hide();
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protected virtual void OnDeselected()
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{
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// selection blueprints are AlwaysPresent while the related DrawableHitObject is visible
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// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
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foreach (var d in InternalChildren)
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d.Hide();
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protected virtual void OnSelected() => Show();
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Hide();
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}
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protected virtual void OnSelected()
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{
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foreach (var d in InternalChildren)
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d.Show();
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Show();
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}
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// When not selected, input is only required for the blueprint itself to receive IsHovering
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protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
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