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Add osu! editor pooling support
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@ -2,13 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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using osuTK;
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@ -17,54 +13,13 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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public class DrawableOsuEditRuleset : DrawableOsuRuleset
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public class DrawableOsuEditRuleset : DrawableOsuRuleset
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{
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 700;
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public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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: base(ruleset, beatmap, mods)
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{
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{
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}
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}
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public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
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protected override DrawablePool<TDrawable> CreatePool<TDrawable>(int initialSize, int? maximumSize = null)
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=> base.CreateDrawableRepresentation(h)?.With(d => d.ApplyCustomUpdateState += updateState);
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=> new OsuEditDrawablePool<TDrawable>(Playfield.CheckHittable, Playfield.OnHitObjectLoaded, initialSize, maximumSize);
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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default:
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// there are quite a few drawable hit types we don't want to extent (spinners, ticks etc.)
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return;
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
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protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
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63
osu.Game.Rulesets.Osu/UI/OsuEditDrawablePool.cs
Normal file
63
osu.Game.Rulesets.Osu/UI/OsuEditDrawablePool.cs
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@ -0,0 +1,63 @@
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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.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public class OsuEditDrawablePool<T> : OsuDrawablePool<T>
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where T : DrawableHitObject, new()
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 700;
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public OsuEditDrawablePool(Func<DrawableHitObject, double, bool> checkHittable, Action<Drawable> onLoaded, int initialSize, int? maximumSize = null)
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: base(checkHittable, onLoaded, initialSize, maximumSize)
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{
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}
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protected override T CreateNewDrawable() => base.CreateNewDrawable().With(d => d.ApplyCustomUpdateState += updateState);
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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default:
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// there are quite a few drawable hit types we don't want to extent (spinners, ticks etc.)
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return;
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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}
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}
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