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Implement HitObjectContainerEventQueue
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102
osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs
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102
osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Edit.Compose
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{
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/// <summary>
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/// A queue which processes events from the many <see cref="HitObjectContainer"/>s in a nested <see cref="Playfield"/> hierarchy.
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/// </summary>
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internal class HitObjectContainerEventQueue : Component
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{
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> becomes used by a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// If the ruleset uses pooled objects, this represents the time when the <see cref="HitObject"/>s become alive.
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/// </remarks>
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public event Action<HitObject, DrawableHitObject> HitObjectUsageBegan;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> becomes unused by a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// If the ruleset uses pooled objects, this represents the time when the <see cref="HitObject"/>s become dead.
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/// </remarks>
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public event Action<HitObject> HitObjectUsageFinished;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> has been transferred to another <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<HitObject, DrawableHitObject> HitObjectUsageTransferred;
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private readonly Playfield playfield;
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/// <summary>
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/// Creates a new <see cref="HitObjectContainerEventQueue"/>.
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/// </summary>
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/// <param name="playfield">The most top-level <see cref="Playfield"/>.</param>
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public HitObjectContainerEventQueue(Playfield playfield)
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{
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this.playfield = playfield;
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bindPlayfieldRecursive(playfield);
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}
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private void bindPlayfieldRecursive(Playfield p)
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{
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p.HitObjectContainer.HitObjectUsageBegan += onHitObjectUsageBegan;
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p.HitObjectContainer.HitObjectUsageFinished += onHitObjectUsageFinished;
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foreach (var nested in p.NestedPlayfields)
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bindPlayfieldRecursive(nested);
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}
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private readonly Dictionary<HitObject, int> pendingUsagesBegan = new Dictionary<HitObject, int>();
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private readonly Dictionary<HitObject, int> pendingUsagesFinished = new Dictionary<HitObject, int>();
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private void onHitObjectUsageBegan(HitObject hitObject) => pendingUsagesBegan[hitObject] = pendingUsagesBegan.GetValueOrDefault(hitObject, 0) + 1;
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private void onHitObjectUsageFinished(HitObject hitObject) => pendingUsagesFinished[hitObject] = pendingUsagesFinished.GetValueOrDefault(hitObject, 0) + 1;
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protected override void Update()
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{
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base.Update();
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foreach (var (hitObject, countBegan) in pendingUsagesBegan)
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{
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if (pendingUsagesFinished.TryGetValue(hitObject, out int countFinished))
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{
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Debug.Assert(countFinished > 0);
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if (countBegan > countFinished)
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{
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// The hitobject is still in use, but transferred to a different HOC.
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HitObjectUsageTransferred?.Invoke(hitObject, playfield.AllHitObjects.Single(d => d.HitObject == hitObject));
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pendingUsagesFinished.Remove(hitObject);
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}
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}
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else
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{
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// This is a new usage of the hitobject.
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HitObjectUsageBegan?.Invoke(hitObject, playfield.AllHitObjects.Single(d => d.HitObject == hitObject));
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}
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}
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// Go through any remaining pending finished usages.
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foreach (var (hitObject, _) in pendingUsagesFinished)
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HitObjectUsageFinished?.Invoke(hitObject);
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pendingUsagesBegan.Clear();
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pendingUsagesFinished.Clear();
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}
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}
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}
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