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Merge pull request #30214 from minetoblend/feat/optimize-polygon-tool
Fix slow performance of polygon generation tool
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commit
de250d5ac1
@ -50,9 +50,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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[Resolved]
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private HitObjectComposer composer { get; set; } = null!;
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private Bindable<TernaryState> newComboState = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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var selectionHandler = (EditorSelectionHandler)composer.BlueprintContainer.SelectionHandler;
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newComboState = selectionHandler.SelectionNewComboState.GetBoundCopy();
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AllowableAnchors = new[] { Anchor.CentreLeft, Anchor.CentreRight };
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Child = new FillFlowContainer
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@ -120,10 +125,11 @@ namespace osu.Game.Rulesets.Osu.Edit
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changeHandler?.BeginChange();
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began = true;
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distanceSnapInput.Current.BindValueChanged(_ => tryCreatePolygon());
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offsetAngleInput.Current.BindValueChanged(_ => tryCreatePolygon());
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repeatCountInput.Current.BindValueChanged(_ => tryCreatePolygon());
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pointInput.Current.BindValueChanged(_ => tryCreatePolygon());
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distanceSnapInput.Current.BindValueChanged(_ => Scheduler.AddOnce(tryCreatePolygon));
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offsetAngleInput.Current.BindValueChanged(_ => Scheduler.AddOnce(tryCreatePolygon));
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repeatCountInput.Current.BindValueChanged(_ => Scheduler.AddOnce(tryCreatePolygon));
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pointInput.Current.BindValueChanged(_ => Scheduler.AddOnce(tryCreatePolygon));
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newComboState.BindValueChanged(_ => Scheduler.AddOnce(tryCreatePolygon));
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tryCreatePolygon();
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}
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@ -138,39 +144,69 @@ namespace osu.Game.Rulesets.Osu.Edit
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double length = distanceSnapInput.Current.Value * velocity * timeSpacing;
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float polygonRadius = (float)(length / (2 * Math.Sin(double.Pi / pointInput.Current.Value)));
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editorBeatmap.RemoveRange(insertedCircles);
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insertedCircles.Clear();
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int totalPoints = pointInput.Current.Value * repeatCountInput.Current.Value;
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var selectionHandler = (EditorSelectionHandler)composer.BlueprintContainer.SelectionHandler;
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bool first = true;
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for (int i = 1; i <= pointInput.Current.Value * repeatCountInput.Current.Value; ++i)
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if (insertedCircles.Count > totalPoints)
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{
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float angle = float.DegreesToRadians(offsetAngleInput.Current.Value) + i * (2 * float.Pi / pointInput.Current.Value);
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var position = OsuPlayfield.BASE_SIZE / 2 + new Vector2(polygonRadius * float.Cos(angle), polygonRadius * float.Sin(angle));
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editorBeatmap.RemoveRange(insertedCircles.GetRange(totalPoints, insertedCircles.Count - totalPoints));
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insertedCircles.RemoveRange(totalPoints, insertedCircles.Count - totalPoints);
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}
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var circle = new HitCircle
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var newlyAdded = new List<HitCircle>();
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for (int i = 0; i < totalPoints; ++i)
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{
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float angle = float.DegreesToRadians(offsetAngleInput.Current.Value) + (i + 1) * (2 * float.Pi / pointInput.Current.Value);
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var position = OsuPlayfield.BASE_SIZE / 2 + new Vector2(polygonRadius * float.Cos(angle), polygonRadius * float.Sin(angle));
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bool newCombo = i == 0 && newComboState.Value == TernaryState.True;
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HitCircle circle;
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if (i < insertedCircles.Count)
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{
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Position = position,
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StartTime = startTime,
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NewCombo = first && selectionHandler.SelectionNewComboState.Value == TernaryState.True,
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};
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// TODO: probably ensure samples also follow current ternary status (not trivial)
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circle.Samples.Add(circle.CreateHitSampleInfo());
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circle = insertedCircles[i];
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circle.Position = position;
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circle.StartTime = startTime;
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circle.NewCombo = newCombo;
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editorBeatmap.Update(circle);
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}
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else
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{
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circle = new HitCircle
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{
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Position = position,
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StartTime = startTime,
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NewCombo = newCombo,
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};
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newlyAdded.Add(circle);
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// TODO: probably ensure samples also follow current ternary status (not trivial)
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circle.Samples.Add(circle.CreateHitSampleInfo());
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}
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if (position.X < 0 || position.Y < 0 || position.X > OsuPlayfield.BASE_SIZE.X || position.Y > OsuPlayfield.BASE_SIZE.Y)
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{
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commitButton.Enabled.Value = false;
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editorBeatmap.RemoveRange(insertedCircles);
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insertedCircles.Clear();
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return;
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}
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insertedCircles.Add(circle);
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startTime = beatSnapProvider.SnapTime(startTime + timeSpacing);
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first = false;
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}
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editorBeatmap.AddRange(insertedCircles);
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var previousNewComboState = newComboState.Value;
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insertedCircles.AddRange(newlyAdded);
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editorBeatmap.AddRange(newlyAdded);
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// When adding new hitObjects, newCombo state will get reset to false when no objects are selected.
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// Since this is the case when this popover is showing, we need to restore the previous newCombo state
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newComboState.Value = previousNewComboState;
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commitButton.Enabled.Value = true;
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}
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@ -258,6 +258,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void resetTernaryStates()
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{
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if (SelectionNewComboState.Value == TernaryState.Indeterminate)
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SelectionNewComboState.Value = TernaryState.False;
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AutoSelectionBankEnabled.Value = true;
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SelectionAdditionBanksEnabled.Value = true;
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SelectionBankStates[HIT_BANK_AUTO].Value = TernaryState.True;
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@ -269,7 +271,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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if (SelectedItems.Any())
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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AutoSelectionBankEnabled.Value = SelectedItems.Count == 0;
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var samplesInSelection = SelectedItems.SelectMany(enumerateAllSamples).ToArray();
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