// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Specialized; using System.Linq; using osu.Framework.Bindables; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts { /// /// The part of the timeline that displays the control points. /// public class ControlPointPart : TimelinePart { private readonly IBindableList controlPointGroups = new BindableList(); protected override void LoadBeatmap(EditorBeatmap beatmap) { base.LoadBeatmap(beatmap); controlPointGroups.UnbindAll(); controlPointGroups.BindTo(beatmap.ControlPointInfo.Groups); controlPointGroups.BindCollectionChanged((sender, args) => { switch (args.Action) { case NotifyCollectionChangedAction.Reset: Clear(); break; case NotifyCollectionChangedAction.Add: foreach (var group in args.NewItems.OfType()) { // as an optimisation, don't add a visualisation if there are already groups with the same types in close proximity. // for newly added control points (ie. lazer editor first where group is added empty) we always skip for simplicity. // that is fine, because cases where this is causing a performance issue are mostly where external tools were used to create an insane number of points. // if (Children.Any(g => Math.Abs(g.Group.Time - group.Time) < 1000 && g.IsRedundant(group))) // continue; Add(new GroupVisualisation(group)); } break; case NotifyCollectionChangedAction.Remove: foreach (var group in args.OldItems.OfType()) { var matching = Children.SingleOrDefault(gv => gv.Group == group); if (matching != null) matching.Expire(); else { // due to the add optimisation above, if a point is deleted which wasn't being displayed we need to recreate all points // to guarantee an accurate representation. // // note that the case where control point (type) is added or removed from a non-displayed group is not handled correctly. // this is an edge case which shouldn't affect the user too badly. we may flatted control point groups in the future // which would allow this to be handled better. Clear(); foreach (var g in controlPointGroups) Add(new GroupVisualisation(g)); } } break; } }, true); } } }