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Take custom bank name length into account when collapsing sample point indicators

Would close https://github.com/ppy/osu/issues/31312.

Not super happy with the performance overhead of this, but this is
already a heuristic-based implementation to avoid every-frame
`.ChildrenOfType<>()` calls or similar, so not super sure how to do
better. The `Array.Contains()` check stands out in profiling, but
without it the indicators can collapse *too* eagerly sometimes.
This commit is contained in:
Bartłomiej Dach 2024-12-30 12:04:41 +01:00
parent f18114d2fb
commit 693db097ee
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@ -16,6 +16,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
@ -131,7 +132,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
private void updateSamplePointContractedState()
{
const double minimum_gap = 28;
const double absolute_minimum_gap = 31; // assumes single letter bank name for default banks
double minimumGap = absolute_minimum_gap;
if (timeline == null || editorClock == null)
return;
@ -153,9 +155,23 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
if (hitObject.GetEndTime() < editorClock.CurrentTime - timeline.VisibleRange / 2)
break;
foreach (var sample in hitObject.Samples)
{
if (!HitSampleInfo.AllBanks.Contains(sample.Bank))
minimumGap = Math.Max(minimumGap, absolute_minimum_gap + sample.Bank.Length * 3);
}
if (hitObject is IHasRepeats hasRepeats)
{
smallestTimeGap = Math.Min(smallestTimeGap, hasRepeats.Duration / hasRepeats.SpanCount() / 2);
foreach (var sample in hasRepeats.NodeSamples.SelectMany(s => s))
{
if (!HitSampleInfo.AllBanks.Contains(sample.Bank))
minimumGap = Math.Max(minimumGap, absolute_minimum_gap + sample.Bank.Length * 3);
}
}
double gap = lastTime - hitObject.GetEndTime();
// If the gap is less than 1ms, we can assume that the objects are stacked on top of each other
@ -167,7 +183,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
double smallestAbsoluteGap = ((TimelineSelectionBlueprintContainer)SelectionBlueprints).ContentRelativeToAbsoluteFactor.X * smallestTimeGap;
SamplePointContracted.Value = smallestAbsoluteGap < minimum_gap;
SamplePointContracted.Value = smallestAbsoluteGap < minimumGap;
}
private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();