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Retouch & document helper methods
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osu.Game.Tests/Editing/TimingSectionAdjustmentsTest.cs
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osu.Game.Tests/Editing/TimingSectionAdjustmentsTest.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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namespace osu.Game.Tests.Editing
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{
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public class TimingSectionAdjustmentsTest
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{
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}
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}
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@ -13,26 +13,35 @@ namespace osu.Game.Screens.Edit.Timing
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{
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{
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public static class TimingSectionAdjustments
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public static class TimingSectionAdjustments
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{
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{
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public static List<HitObject> HitObjectsInTimingRange(IBeatmap beatmap, double time)
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/// <summary>
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/// Returns all objects from <paramref name="beatmap"/> which are affected by the supplied <paramref name="timingControlPoint"/>.
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/// </summary>
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public static List<HitObject> HitObjectsInTimingRange(IBeatmap beatmap, TimingControlPoint timingControlPoint)
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{
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{
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// If the first group, we grab all hitobjects prior to the next, if the last group, we grab all remaining hitobjects
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// If the first group, we grab all hitobjects prior to the next, if the last group, we grab all remaining hitobjects
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double startTime = beatmap.ControlPointInfo.TimingPoints.Any(x => x.Time < time) ? time : double.MinValue;
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double startTime = beatmap.ControlPointInfo.TimingPoints.Any(x => x.Time < timingControlPoint.Time) ? timingControlPoint.Time : double.MinValue;
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double endTime = beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(x => x.Time > time)?.Time ?? double.MaxValue;
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double endTime = beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(x => x.Time > timingControlPoint.Time)?.Time ?? double.MaxValue;
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return beatmap.HitObjects.Where(x => Precision.AlmostBigger(x.StartTime, startTime) && Precision.DefinitelyBigger(endTime, x.StartTime)).ToList();
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return beatmap.HitObjects.Where(x => Precision.AlmostBigger(x.StartTime, startTime) && Precision.DefinitelyBigger(endTime, x.StartTime)).ToList();
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}
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}
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public static void AdjustHitObjectOffset(IBeatmap beatmap, TimingControlPoint timingControlPoint, double adjust)
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/// <summary>
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/// Moves all relevant objects after <paramref name="timingControlPoint"/>'s offset has been changed by <paramref name="adjustment"/>.
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/// </summary>
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public static void AdjustHitObjectOffset(IBeatmap beatmap, TimingControlPoint timingControlPoint, double adjustment)
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{
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{
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foreach (HitObject hitObject in HitObjectsInTimingRange(beatmap, timingControlPoint.Time))
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foreach (HitObject hitObject in HitObjectsInTimingRange(beatmap, timingControlPoint))
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{
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{
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hitObject.StartTime += adjust;
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hitObject.StartTime += adjustment;
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}
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}
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}
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}
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/// <summary>
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/// Ensures all relevant objects are still snapped to the same beats after <paramref name="timingControlPoint"/>'s beat length / BPM has been changed.
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/// </summary>
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public static void SetHitObjectBPM(IBeatmap beatmap, TimingControlPoint timingControlPoint, double oldBeatLength)
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public static void SetHitObjectBPM(IBeatmap beatmap, TimingControlPoint timingControlPoint, double oldBeatLength)
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{
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{
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foreach (HitObject hitObject in HitObjectsInTimingRange(beatmap, timingControlPoint.Time))
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foreach (HitObject hitObject in HitObjectsInTimingRange(beatmap, timingControlPoint))
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{
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{
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double beat = (hitObject.StartTime - timingControlPoint.Time) / oldBeatLength;
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double beat = (hitObject.StartTime - timingControlPoint.Time) / oldBeatLength;
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