mirror of
https://github.com/ppy/osu.git
synced 2025-01-28 06:03:08 +08:00
Only run regeneration when passing a new min/max tick boundary
This commit is contained in:
parent
955836916b
commit
ceb1494c33
@ -41,8 +41,21 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
beatDivisor.BindValueChanged(_ => tickCache.Invalidate());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The visible time/position range of the timeline.
|
||||
/// </summary>
|
||||
private (float min, float max) visibleRange = (float.MinValue, float.MaxValue);
|
||||
|
||||
/// <summary>
|
||||
/// The next time/position value to the left of the display when tick regeneration needs to be run.
|
||||
/// </summary>
|
||||
private float? nextMinTick;
|
||||
|
||||
/// <summary>
|
||||
/// The next time/position value to the right of the display when tick regeneration needs to be run.
|
||||
/// </summary>
|
||||
private float? nextMaxTick;
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private Timeline timeline { get; set; }
|
||||
|
||||
@ -57,9 +70,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopRight).X / DrawWidth * Content.RelativeChildSize.X);
|
||||
|
||||
if (visibleRange != newRange)
|
||||
tickCache.Invalidate();
|
||||
{
|
||||
visibleRange = newRange;
|
||||
|
||||
visibleRange = newRange;
|
||||
// actual regeneration only needs to occur if we've passed one of the known next min/max tick boundaries.
|
||||
if (nextMinTick == null || nextMaxTick == null || (visibleRange.min < nextMinTick || visibleRange.max > nextMaxTick))
|
||||
tickCache.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
if (!tickCache.IsValid)
|
||||
@ -69,6 +86,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
private void createTicks()
|
||||
{
|
||||
int drawableIndex = 0;
|
||||
int highestDivisor = BindableBeatDivisor.VALID_DIVISORS.Last();
|
||||
|
||||
nextMinTick = null;
|
||||
nextMaxTick = null;
|
||||
|
||||
for (var i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
|
||||
{
|
||||
@ -79,40 +100,39 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
|
||||
for (double t = point.Time; t < until; t += point.BeatLength / beatDivisor.Value)
|
||||
{
|
||||
if (t >= visibleRange.min && t <= visibleRange.max)
|
||||
float xPos = (float)t;
|
||||
|
||||
if (t < visibleRange.min)
|
||||
nextMinTick = xPos;
|
||||
else if (t > visibleRange.max)
|
||||
nextMaxTick ??= xPos;
|
||||
else
|
||||
{
|
||||
// if this is the first beat in the beatmap, there is no next min tick
|
||||
if (beat == 0 && i == 0)
|
||||
nextMinTick = float.MinValue;
|
||||
|
||||
var indexInBeat = beat % beatDivisor.Value;
|
||||
|
||||
if (indexInBeat == 0)
|
||||
{
|
||||
var downbeatPoint = getNextUsablePoint();
|
||||
downbeatPoint.X = (float)t;
|
||||
var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
|
||||
var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
|
||||
|
||||
downbeatPoint.Colour = BindableBeatDivisor.GetColourFor(1, colours);
|
||||
downbeatPoint.Anchor = Anchor.TopLeft;
|
||||
downbeatPoint.Origin = Anchor.TopCentre;
|
||||
downbeatPoint.Height = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
|
||||
var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
|
||||
var height = 0.1f - (float)divisor / BindableBeatDivisor.VALID_DIVISORS.Last() * 0.08f;
|
||||
// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
|
||||
var height = indexInBeat == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f;
|
||||
|
||||
var topPoint = getNextUsablePoint();
|
||||
topPoint.X = (float)t;
|
||||
topPoint.Colour = colour;
|
||||
topPoint.Height = height;
|
||||
topPoint.Anchor = Anchor.TopLeft;
|
||||
topPoint.Origin = Anchor.TopCentre;
|
||||
var topPoint = getNextUsablePoint();
|
||||
topPoint.X = xPos;
|
||||
topPoint.Colour = colour;
|
||||
topPoint.Height = height;
|
||||
topPoint.Anchor = Anchor.TopLeft;
|
||||
topPoint.Origin = Anchor.TopCentre;
|
||||
|
||||
var bottomPoint = getNextUsablePoint();
|
||||
bottomPoint.X = (float)t;
|
||||
bottomPoint.Colour = colour;
|
||||
bottomPoint.Anchor = Anchor.BottomLeft;
|
||||
bottomPoint.Origin = Anchor.BottomCentre;
|
||||
bottomPoint.Height = height;
|
||||
}
|
||||
var bottomPoint = getNextUsablePoint();
|
||||
bottomPoint.X = xPos;
|
||||
bottomPoint.Colour = colour;
|
||||
bottomPoint.Anchor = Anchor.BottomLeft;
|
||||
bottomPoint.Origin = Anchor.BottomCentre;
|
||||
bottomPoint.Height = height;
|
||||
}
|
||||
|
||||
beat++;
|
||||
@ -137,8 +157,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
if (drawableIndex >= Count)
|
||||
Add(point = new PointVisualisation());
|
||||
else
|
||||
point = Children[drawableIndex++];
|
||||
point = Children[drawableIndex];
|
||||
|
||||
drawableIndex++;
|
||||
point.Show();
|
||||
|
||||
return point;
|
||||
|
Loading…
Reference in New Issue
Block a user