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Merge pull request #10419 from peppy/fix-editor-batch-handling
Increase reliability of editor beatmap change handling
This commit is contained in:
commit
f214cc6fb3
@ -206,7 +206,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void updatePath()
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{
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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editorBeatmap?.UpdateHitObject(HitObject);
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editorBeatmap?.Update(HitObject);
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}
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public override MenuItem[] ContextMenuItems => new MenuItem[]
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@ -54,30 +54,30 @@ namespace osu.Game.Rulesets.Taiko.Edit
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{
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var hits = SelectedHitObjects.OfType<Hit>();
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ChangeHandler.BeginChange();
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EditorBeatmap.BeginChange();
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foreach (var h in hits)
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{
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if (h.IsStrong != state)
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{
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h.IsStrong = state;
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EditorBeatmap.UpdateHitObject(h);
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EditorBeatmap.Update(h);
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}
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}
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ChangeHandler.EndChange();
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EditorBeatmap.EndChange();
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}
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public void SetRimState(bool state)
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{
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var hits = SelectedHitObjects.OfType<Hit>();
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ChangeHandler.BeginChange();
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EditorBeatmap.BeginChange();
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foreach (var h in hits)
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h.Type = state ? HitType.Rim : HitType.Centre;
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ChangeHandler.EndChange();
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EditorBeatmap.EndChange();
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}
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
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100
osu.Game.Tests/Editing/TransactionalCommitComponentTest.cs
Normal file
100
osu.Game.Tests/Editing/TransactionalCommitComponentTest.cs
Normal file
@ -0,0 +1,100 @@
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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 NUnit.Framework;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Tests.Editing
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{
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[TestFixture]
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public class TransactionalCommitComponentTest
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{
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private TestHandler handler;
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[SetUp]
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public void SetUp()
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{
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handler = new TestHandler();
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}
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[Test]
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public void TestCommitTransaction()
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{
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Assert.That(handler.StateUpdateCount, Is.EqualTo(0));
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handler.BeginChange();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(0));
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handler.EndChange();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(1));
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}
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[Test]
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public void TestSaveOutsideOfTransactionTriggersUpdates()
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{
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Assert.That(handler.StateUpdateCount, Is.EqualTo(0));
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handler.SaveState();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(1));
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handler.SaveState();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(2));
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}
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[Test]
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public void TestEventsFire()
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{
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int transactionBegan = 0;
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int transactionEnded = 0;
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int stateSaved = 0;
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handler.TransactionBegan += () => transactionBegan++;
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handler.TransactionEnded += () => transactionEnded++;
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handler.SaveStateTriggered += () => stateSaved++;
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handler.BeginChange();
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Assert.That(transactionBegan, Is.EqualTo(1));
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handler.EndChange();
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Assert.That(transactionEnded, Is.EqualTo(1));
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Assert.That(stateSaved, Is.EqualTo(0));
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handler.SaveState();
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Assert.That(stateSaved, Is.EqualTo(1));
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}
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[Test]
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public void TestSaveDuringTransactionDoesntTriggerUpdate()
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{
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Assert.That(handler.StateUpdateCount, Is.EqualTo(0));
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handler.BeginChange();
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handler.SaveState();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(0));
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handler.EndChange();
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Assert.That(handler.StateUpdateCount, Is.EqualTo(1));
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}
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[Test]
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public void TestEndWithoutBeginThrows()
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{
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handler.BeginChange();
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handler.EndChange();
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Assert.That(() => handler.EndChange(), Throws.TypeOf<InvalidOperationException>());
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}
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private class TestHandler : TransactionalCommitComponent
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{
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public int StateUpdateCount { get; private set; }
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protected override void UpdateState()
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{
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StateUpdateCount++;
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}
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}
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}
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}
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@ -203,7 +203,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// handle positional change etc.
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foreach (var obj in selectedHitObjects)
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Beatmap.UpdateHitObject(obj);
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Beatmap.Update(obj);
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changeHandler?.EndChange();
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isDraggingBlueprint = false;
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@ -436,8 +436,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - draggedObject.StartTime;
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foreach (HitObject obj in SelectionHandler.SelectedHitObjects)
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{
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obj.StartTime += offset;
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Beatmap.Update(obj);
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}
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}
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return true;
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@ -245,9 +245,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void deleteSelected()
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
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ChangeHandler?.EndChange();
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}
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#endregion
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@ -314,7 +312,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="sampleName">The name of the hit sample.</param>
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public void AddHitSample(string sampleName)
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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foreach (var h in SelectedHitObjects)
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{
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@ -325,7 +323,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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h.Samples.Add(new HitSampleInfo { Name = sampleName });
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}
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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/// <summary>
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@ -335,7 +333,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
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public void SetNewCombo(bool state)
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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foreach (var h in SelectedHitObjects)
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{
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@ -344,10 +342,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (comboInfo == null || comboInfo.NewCombo == state) continue;
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comboInfo.NewCombo = state;
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EditorBeatmap?.UpdateHitObject(h);
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EditorBeatmap?.Update(h);
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}
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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/// <summary>
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@ -356,12 +354,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="sampleName">The name of the hit sample.</param>
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public void RemoveHitSample(string sampleName)
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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foreach (var h in SelectedHitObjects)
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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#endregion
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@ -392,6 +392,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return;
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repeatHitObject.RepeatCount = proposedCount;
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beatmap.Update(hitObject);
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break;
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case IHasDuration endTimeHitObject:
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@ -401,10 +402,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return;
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endTimeHitObject.Duration = snappedTime - hitObject.StartTime;
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beatmap.Update(hitObject);
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break;
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}
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beatmap.UpdateHitObject(hitObject);
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}
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}
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@ -516,14 +516,14 @@ namespace osu.Game.Screens.Edit
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foreach (var h in objects)
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h.StartTime += timeOffset;
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changeHandler.BeginChange();
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editorBeatmap.BeginChange();
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editorBeatmap.SelectedHitObjects.Clear();
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editorBeatmap.AddRange(objects);
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editorBeatmap.SelectedHitObjects.AddRange(objects);
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changeHandler.EndChange();
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editorBeatmap.EndChange();
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}
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protected void Undo() => changeHandler.RestoreState(-1);
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@ -8,7 +8,6 @@ using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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@ -18,7 +17,7 @@ using osu.Game.Skinning;
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namespace osu.Game.Screens.Edit
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{
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public class EditorBeatmap : Component, IBeatmap, IBeatSnapProvider
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public class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
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{
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
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@ -89,9 +88,11 @@ namespace osu.Game.Screens.Edit
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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private readonly HashSet<HitObject> pendingUpdates = new HashSet<HitObject>();
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private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
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private bool isBatchApplying;
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private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
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private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
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/// <summary>
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/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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@ -99,11 +100,10 @@ namespace osu.Game.Screens.Edit
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/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
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public void AddRange(IEnumerable<HitObject> hitObjects)
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{
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Add(h);
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});
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BeginChange();
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foreach (var h in hitObjects)
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Add(h);
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EndChange();
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}
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/// <summary>
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@ -131,26 +131,28 @@ namespace osu.Game.Screens.Edit
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mutableHitObjects.Insert(index, hitObject);
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if (isBatchApplying)
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batchPendingInserts.Add(hitObject);
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else
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{
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// must be run after any change to hitobject ordering
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beatmapProcessor?.PreProcess();
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processHitObject(hitObject);
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beatmapProcessor?.PostProcess();
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HitObjectAdded?.Invoke(hitObject);
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}
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BeginChange();
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batchPendingInserts.Add(hitObject);
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EndChange();
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}
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/// <summary>
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/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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public void UpdateHitObject([NotNull] HitObject hitObject)
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public void Update([NotNull] HitObject hitObject)
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{
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pendingUpdates.Add(hitObject);
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// updates are debounced regardless of whether a batch is active.
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batchPendingUpdates.Add(hitObject);
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}
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/// <summary>
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/// Update all hit objects with potentially changed difficulty or control point data.
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/// </summary>
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public void UpdateAllHitObjects()
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{
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foreach (var h in HitObjects)
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batchPendingUpdates.Add(h);
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}
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/// <summary>
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@ -175,11 +177,10 @@ namespace osu.Game.Screens.Edit
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/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
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public void RemoveRange(IEnumerable<HitObject> hitObjects)
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{
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Remove(h);
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});
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BeginChange();
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foreach (var h in hitObjects)
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Remove(h);
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EndChange();
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}
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/// <summary>
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@ -203,50 +204,45 @@ namespace osu.Game.Screens.Edit
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bindable.UnbindAll();
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startTimeBindables.Remove(hitObject);
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if (isBatchApplying)
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batchPendingDeletes.Add(hitObject);
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else
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{
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// must be run after any change to hitobject ordering
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beatmapProcessor?.PreProcess();
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processHitObject(hitObject);
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beatmapProcessor?.PostProcess();
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HitObjectRemoved?.Invoke(hitObject);
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}
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BeginChange();
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batchPendingDeletes.Add(hitObject);
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EndChange();
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}
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private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
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private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
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/// <summary>
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/// Apply a batch of operations in one go, without performing Pre/Postprocessing each time.
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/// </summary>
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/// <param name="applyFunction">The function which will apply the batch changes.</param>
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public void ApplyBatchChanges(Action<EditorBeatmap> applyFunction)
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protected override void Update()
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{
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if (isBatchApplying)
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throw new InvalidOperationException("Attempting to perform a batch application from within an existing batch");
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base.Update();
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isBatchApplying = true;
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if (batchPendingUpdates.Count > 0)
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UpdateState();
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}
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applyFunction(this);
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protected override void UpdateState()
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{
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if (batchPendingUpdates.Count == 0 && batchPendingDeletes.Count == 0 && batchPendingInserts.Count == 0)
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return;
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|
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beatmapProcessor?.PreProcess();
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|
||||
foreach (var h in batchPendingDeletes) processHitObject(h);
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foreach (var h in batchPendingInserts) processHitObject(h);
|
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foreach (var h in batchPendingUpdates) processHitObject(h);
|
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|
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beatmapProcessor?.PostProcess();
|
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|
||||
foreach (var h in batchPendingDeletes) HitObjectRemoved?.Invoke(h);
|
||||
foreach (var h in batchPendingInserts) HitObjectAdded?.Invoke(h);
|
||||
|
||||
// callbacks may modify the lists so let's be safe about it
|
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var deletes = batchPendingDeletes.ToArray();
|
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batchPendingDeletes.Clear();
|
||||
|
||||
var inserts = batchPendingInserts.ToArray();
|
||||
batchPendingInserts.Clear();
|
||||
|
||||
isBatchApplying = false;
|
||||
var updates = batchPendingUpdates.ToArray();
|
||||
batchPendingUpdates.Clear();
|
||||
|
||||
foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
|
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foreach (var h in inserts) HitObjectAdded?.Invoke(h);
|
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foreach (var h in updates) HitObjectUpdated?.Invoke(h);
|
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}
|
||||
|
||||
/// <summary>
|
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@ -254,28 +250,6 @@ namespace osu.Game.Screens.Edit
|
||||
/// </summary>
|
||||
public void Clear() => RemoveRange(HitObjects.ToArray());
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// debounce updates as they are common and may come from input events, which can run needlessly many times per update frame.
|
||||
if (pendingUpdates.Count > 0)
|
||||
{
|
||||
beatmapProcessor?.PreProcess();
|
||||
|
||||
foreach (var hitObject in pendingUpdates)
|
||||
processHitObject(hitObject);
|
||||
|
||||
beatmapProcessor?.PostProcess();
|
||||
|
||||
// explicitly needs to be fired after PostProcess
|
||||
foreach (var hitObject in pendingUpdates)
|
||||
HitObjectUpdated?.Invoke(hitObject);
|
||||
|
||||
pendingUpdates.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
|
||||
|
||||
private void trackStartTime(HitObject hitObject)
|
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@ -289,7 +263,7 @@ namespace osu.Game.Screens.Edit
|
||||
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
||||
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
|
||||
|
||||
UpdateHitObject(hitObject);
|
||||
Update(hitObject);
|
||||
};
|
||||
}
|
||||
|
||||
@ -315,14 +289,5 @@ namespace osu.Game.Screens.Edit
|
||||
public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
|
||||
|
||||
public int BeatDivisor => beatDivisor?.Value ?? 1;
|
||||
|
||||
/// <summary>
|
||||
/// Update all hit objects with potentially changed difficulty or control point data.
|
||||
/// </summary>
|
||||
public void UpdateBeatmap()
|
||||
{
|
||||
foreach (var h in HitObjects)
|
||||
pendingUpdates.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// <summary>
|
||||
/// Tracks changes to the <see cref="Editor"/>.
|
||||
/// </summary>
|
||||
public class EditorChangeHandler : IEditorChangeHandler
|
||||
public class EditorChangeHandler : TransactionalCommitComponent, IEditorChangeHandler
|
||||
{
|
||||
public readonly Bindable<bool> CanUndo = new Bindable<bool>();
|
||||
public readonly Bindable<bool> CanRedo = new Bindable<bool>();
|
||||
@ -41,7 +41,6 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
|
||||
private readonly EditorBeatmap editorBeatmap;
|
||||
private int bulkChangesStarted;
|
||||
private bool isRestoring;
|
||||
|
||||
public const int MAX_SAVED_STATES = 50;
|
||||
@ -54,9 +53,9 @@ namespace osu.Game.Screens.Edit
|
||||
{
|
||||
this.editorBeatmap = editorBeatmap;
|
||||
|
||||
editorBeatmap.HitObjectAdded += hitObjectAdded;
|
||||
editorBeatmap.HitObjectRemoved += hitObjectRemoved;
|
||||
editorBeatmap.HitObjectUpdated += hitObjectUpdated;
|
||||
editorBeatmap.TransactionBegan += BeginChange;
|
||||
editorBeatmap.TransactionEnded += EndChange;
|
||||
editorBeatmap.SaveStateTriggered += SaveState;
|
||||
|
||||
patcher = new LegacyEditorBeatmapPatcher(editorBeatmap);
|
||||
|
||||
@ -64,28 +63,8 @@ namespace osu.Game.Screens.Edit
|
||||
SaveState();
|
||||
}
|
||||
|
||||
private void hitObjectAdded(HitObject obj) => SaveState();
|
||||
|
||||
private void hitObjectRemoved(HitObject obj) => SaveState();
|
||||
|
||||
private void hitObjectUpdated(HitObject obj) => SaveState();
|
||||
|
||||
public void BeginChange() => bulkChangesStarted++;
|
||||
|
||||
public void EndChange()
|
||||
protected override void UpdateState()
|
||||
{
|
||||
if (bulkChangesStarted == 0)
|
||||
throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}.");
|
||||
|
||||
if (--bulkChangesStarted == 0)
|
||||
SaveState();
|
||||
}
|
||||
|
||||
public void SaveState()
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
return;
|
||||
|
||||
if (isRestoring)
|
||||
return;
|
||||
|
||||
@ -120,7 +99,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// <param name="direction">The direction to restore in. If less than 0, an older state will be used. If greater than 0, a newer state will be used.</param>
|
||||
public void RestoreState(int direction)
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
if (TransactionActive)
|
||||
return;
|
||||
|
||||
if (savedStates.Count == 0)
|
||||
|
@ -68,19 +68,20 @@ namespace osu.Game.Screens.Edit
|
||||
toRemove.Sort();
|
||||
toAdd.Sort();
|
||||
|
||||
editorBeatmap.ApplyBatchChanges(eb =>
|
||||
{
|
||||
// Apply the changes.
|
||||
for (int i = toRemove.Count - 1; i >= 0; i--)
|
||||
eb.RemoveAt(toRemove[i]);
|
||||
editorBeatmap.BeginChange();
|
||||
|
||||
if (toAdd.Count > 0)
|
||||
{
|
||||
IBeatmap newBeatmap = readBeatmap(newState);
|
||||
foreach (var i in toAdd)
|
||||
eb.Insert(i, newBeatmap.HitObjects[i]);
|
||||
}
|
||||
});
|
||||
// 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 (var i in toAdd)
|
||||
editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
|
||||
}
|
||||
|
||||
editorBeatmap.EndChange();
|
||||
}
|
||||
|
||||
private string readString(byte[] state) => Encoding.UTF8.GetString(state);
|
||||
|
@ -93,7 +93,7 @@ namespace osu.Game.Screens.Edit.Setup
|
||||
Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
|
||||
Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
|
||||
|
||||
editorBeatmap.UpdateBeatmap();
|
||||
editorBeatmap.UpdateAllHitObjects();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
73
osu.Game/Screens/Edit/TransactionalCommitComponent.cs
Normal file
73
osu.Game/Screens/Edit/TransactionalCommitComponent.cs
Normal file
@ -0,0 +1,73 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
/// <summary>
|
||||
/// A component that tracks a batch change, only applying after all active changes are completed.
|
||||
/// </summary>
|
||||
public abstract class TransactionalCommitComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Fires whenever a transaction begins. Will not fire on nested transactions.
|
||||
/// </summary>
|
||||
public event Action TransactionBegan;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when the last transaction completes.
|
||||
/// </summary>
|
||||
public event Action TransactionEnded;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when <see cref="SaveState"/> is called and results in a non-transactional state save.
|
||||
/// </summary>
|
||||
public event Action SaveStateTriggered;
|
||||
|
||||
public bool TransactionActive => bulkChangesStarted > 0;
|
||||
|
||||
private int bulkChangesStarted;
|
||||
|
||||
/// <summary>
|
||||
/// Signal the beginning of a change.
|
||||
/// </summary>
|
||||
public void BeginChange()
|
||||
{
|
||||
if (bulkChangesStarted++ == 0)
|
||||
TransactionBegan?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal the end of a change.
|
||||
/// </summary>
|
||||
/// <exception cref="InvalidOperationException">Throws if <see cref="BeginChange"/> was not first called.</exception>
|
||||
public void EndChange()
|
||||
{
|
||||
if (bulkChangesStarted == 0)
|
||||
throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}.");
|
||||
|
||||
if (--bulkChangesStarted == 0)
|
||||
{
|
||||
UpdateState();
|
||||
TransactionEnded?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force an update of the state with no attached transaction.
|
||||
/// This is a no-op if a transaction is already active. Should generally be used as a safety measure to ensure granular changes are not left outside a transaction.
|
||||
/// </summary>
|
||||
public void SaveState()
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
return;
|
||||
|
||||
SaveStateTriggered?.Invoke();
|
||||
UpdateState();
|
||||
}
|
||||
|
||||
protected abstract void UpdateState();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user