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mirror of https://github.com/ppy/osu.git synced 2024-12-14 14:25:05 +08:00

Support undo/redo for control points

This commit is contained in:
Dan Balasescu 2022-06-13 15:40:11 +09:00
parent 5b5caa88a0
commit 7e7716f942
3 changed files with 105 additions and 56 deletions

View File

@ -143,7 +143,7 @@ namespace osu.Game.Beatmaps.Formats
protected string CleanFilename(string path) => path.Trim('"').ToStandardisedPath();
protected enum Section
public enum Section
{
General,
Editor,

View File

@ -71,31 +71,7 @@ namespace osu.Game.Screens.Edit
public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null, BeatmapInfo beatmapInfo = null)
{
PlayableBeatmap = playableBeatmap;
// ensure we are not working with legacy control points.
// if we leave the legacy points around they will be applied over any local changes on
// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
if (PlayableBeatmap.ControlPointInfo is LegacyControlPointInfo)
{
var newControlPoints = new ControlPointInfo();
foreach (var controlPoint in PlayableBeatmap.ControlPointInfo.AllControlPoints)
{
switch (controlPoint)
{
case DifficultyControlPoint _:
case SampleControlPoint _:
// skip legacy types.
continue;
default:
newControlPoints.Add(controlPoint.Time, controlPoint);
break;
}
}
playableBeatmap.ControlPointInfo = newControlPoints;
}
PlayableBeatmap.ControlPointInfo = ConvertControlPoints(PlayableBeatmap.ControlPointInfo);
this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
@ -108,6 +84,39 @@ namespace osu.Game.Screens.Edit
trackStartTime(obj);
}
/// <summary>
/// Converts a <see cref="ControlPointInfo"/> such that the resultant <see cref="ControlPointInfo"/> is non-legacy.
/// </summary>
/// <param name="incoming">The <see cref="ControlPointInfo"/> to convert.</param>
/// <returns>The non-legacy <see cref="ControlPointInfo"/>. <paramref name="incoming"/> is returned if already non-legacy.</returns>
public static ControlPointInfo ConvertControlPoints(ControlPointInfo incoming)
{
// ensure we are not working with legacy control points.
// if we leave the legacy points around they will be applied over any local changes on
// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
if (!(incoming is LegacyControlPointInfo))
return incoming;
var newControlPoints = new ControlPointInfo();
foreach (var controlPoint in incoming.AllControlPoints)
{
switch (controlPoint)
{
case DifficultyControlPoint _:
case SampleControlPoint _:
// skip legacy types.
continue;
default:
newControlPoints.Add(controlPoint.Time, controlPoint);
break;
}
}
return newControlPoints;
}
public BeatmapInfo BeatmapInfo
{
get => beatmapInfo;

View File

@ -7,9 +7,11 @@ using System.Diagnostics;
using System.IO;
using System.Text;
using DiffPlex;
using DiffPlex.Model;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.IO;
using osu.Game.Skinning;
using Decoder = osu.Game.Beatmaps.Formats.Decoder;
@ -32,61 +34,99 @@ namespace osu.Game.Screens.Edit
{
// Diff the beatmaps
var result = new Differ().CreateLineDiffs(readString(currentState), readString(newState), true, false);
IBeatmap newBeatmap = null;
editorBeatmap.BeginChange();
processHitObjects(result, () => newBeatmap ??= readBeatmap(newState));
processTimingPoints(result, () => newBeatmap ??= readBeatmap(newState));
editorBeatmap.EndChange();
}
private void processTimingPoints(DiffResult result, Func<IBeatmap> getNewBeatmap)
{
findChangedIndices(result, LegacyDecoder<Beatmap>.Section.TimingPoints, out var removedIndices, out var addedIndices);
if (removedIndices.Count == 0 && addedIndices.Count == 0)
return;
// Due to conversion from legacy to non-legacy control points, it becomes difficult to diff control points correctly.
// So instead _all_ control points are reloaded if _any_ control point is changed.
var newControlPoints = EditorBeatmap.ConvertControlPoints(getNewBeatmap().ControlPointInfo);
editorBeatmap.ControlPointInfo.Clear();
foreach (var point in newControlPoints.AllControlPoints)
editorBeatmap.ControlPointInfo.Add(point.Time, point);
}
private void processHitObjects(DiffResult result, Func<IBeatmap> getNewBeatmap)
{
findChangedIndices(result, LegacyDecoder<Beatmap>.Section.HitObjects, out var removedIndices, out var addedIndices);
foreach (int removed in removedIndices)
editorBeatmap.RemoveAt(removed);
if (addedIndices.Count > 0)
{
var newBeatmap = getNewBeatmap();
foreach (int i in addedIndices)
editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
}
}
private void findChangedIndices(DiffResult result, LegacyDecoder<Beatmap>.Section section, out List<int> removedIndices, out List<int> addedIndices)
{
removedIndices = new List<int>();
addedIndices = new List<int>();
// Find the index of [HitObject] sections. Lines changed prior to this index are ignored.
int oldHitObjectsIndex = Array.IndexOf(result.PiecesOld, "[HitObjects]");
int newHitObjectsIndex = Array.IndexOf(result.PiecesNew, "[HitObjects]");
int oldSectionStartIndex = Array.IndexOf(result.PiecesOld, $"[{section}]");
int oldSectionEndIndex = Array.FindIndex(result.PiecesOld, oldSectionStartIndex + 1, s => s.StartsWith(@"[", StringComparison.Ordinal));
Debug.Assert(oldHitObjectsIndex >= 0);
Debug.Assert(newHitObjectsIndex >= 0);
if (oldSectionEndIndex == -1)
oldSectionEndIndex = result.PiecesOld.Length;
var toRemove = new List<int>();
var toAdd = new List<int>();
int newSectionStartIndex = Array.IndexOf(result.PiecesNew, $"[{section}]");
int newSectionEndIndex = Array.FindIndex(result.PiecesNew, newSectionStartIndex + 1, s => s.StartsWith(@"[", StringComparison.Ordinal));
if (newSectionEndIndex == -1)
newSectionEndIndex = result.PiecesOld.Length;
Debug.Assert(oldSectionStartIndex >= 0);
Debug.Assert(newSectionStartIndex >= 0);
foreach (var block in result.DiffBlocks)
{
// Removed hitobjects
// Removed indices
for (int i = 0; i < block.DeleteCountA; i++)
{
int hoIndex = block.DeleteStartA + i - oldHitObjectsIndex - 1;
int objectIndex = block.DeleteStartA + i;
if (hoIndex < 0)
if (objectIndex <= oldSectionStartIndex || objectIndex >= oldSectionEndIndex)
continue;
toRemove.Add(hoIndex);
removedIndices.Add(objectIndex - oldSectionStartIndex - 1);
}
// Added hitobjects
// Added indices
for (int i = 0; i < block.InsertCountB; i++)
{
int hoIndex = block.InsertStartB + i - newHitObjectsIndex - 1;
int objectIndex = block.InsertStartB + i;
if (hoIndex < 0)
if (objectIndex <= newSectionStartIndex || objectIndex >= newSectionEndIndex)
continue;
toAdd.Add(hoIndex);
addedIndices.Add(objectIndex - newSectionStartIndex - 1);
}
}
// Sort the indices to ensure that removal + insertion indices don't get jumbled up post-removal or post-insertion.
// This isn't strictly required, but the differ makes no guarantees about order.
toRemove.Sort();
toAdd.Sort();
removedIndices.Sort();
addedIndices.Sort();
editorBeatmap.BeginChange();
// Apply the changes.
for (int i = toRemove.Count - 1; i >= 0; i--)
editorBeatmap.RemoveAt(toRemove[i]);
if (toAdd.Count > 0)
{
IBeatmap newBeatmap = readBeatmap(newState);
foreach (int i in toAdd)
editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
}
editorBeatmap.EndChange();
removedIndices.Reverse();
}
private string readString(byte[] state) => Encoding.UTF8.GetString(state);