// 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 System.Collections.Generic; using System.Linq; using Newtonsoft.Json; using osu.Framework.Bindables; using osu.Framework.Lists; namespace osu.Game.Beatmaps.ControlPoints { [Serializable] public class ControlPointInfo { /// <summary> /// All control points grouped by time. /// </summary> [JsonProperty] public IBindableList<ControlPointGroup> Groups => groups; private readonly BindableList<ControlPointGroup> groups = new BindableList<ControlPointGroup>(); /// <summary> /// All timing points. /// </summary> [JsonProperty] public IReadOnlyList<TimingControlPoint> TimingPoints => timingPoints; private readonly SortedList<TimingControlPoint> timingPoints = new SortedList<TimingControlPoint>(Comparer<TimingControlPoint>.Default); /// <summary> /// All difficulty points. /// </summary> [JsonProperty] public IReadOnlyList<DifficultyControlPoint> DifficultyPoints => difficultyPoints; private readonly SortedList<DifficultyControlPoint> difficultyPoints = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default); /// <summary> /// All sound points. /// </summary> [JsonProperty] public IReadOnlyList<SampleControlPoint> SamplePoints => samplePoints; private readonly SortedList<SampleControlPoint> samplePoints = new SortedList<SampleControlPoint>(Comparer<SampleControlPoint>.Default); /// <summary> /// All effect points. /// </summary> [JsonProperty] public IReadOnlyList<EffectControlPoint> EffectPoints => effectPoints; private readonly SortedList<EffectControlPoint> effectPoints = new SortedList<EffectControlPoint>(Comparer<EffectControlPoint>.Default); /// <summary> /// All control points, of all types. /// </summary> public IEnumerable<ControlPoint> AllControlPoints => Groups.SelectMany(g => g.ControlPoints).ToArray(); /// <summary> /// Finds the difficulty control point that is active at <paramref name="time"/>. /// </summary> /// <param name="time">The time to find the difficulty control point at.</param> /// <returns>The difficulty control point.</returns> public DifficultyControlPoint DifficultyPointAt(double time) => binarySearchWithFallback(DifficultyPoints, time); /// <summary> /// Finds the effect control point that is active at <paramref name="time"/>. /// </summary> /// <param name="time">The time to find the effect control point at.</param> /// <returns>The effect control point.</returns> public EffectControlPoint EffectPointAt(double time) => binarySearchWithFallback(EffectPoints, time); /// <summary> /// Finds the sound control point that is active at <paramref name="time"/>. /// </summary> /// <param name="time">The time to find the sound control point at.</param> /// <returns>The sound control point.</returns> public SampleControlPoint SamplePointAt(double time) => binarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : null); /// <summary> /// Finds the timing control point that is active at <paramref name="time"/>. /// </summary> /// <param name="time">The time to find the timing control point at.</param> /// <returns>The timing control point.</returns> public TimingControlPoint TimingPointAt(double time) => binarySearchWithFallback(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null); /// <summary> /// Finds the maximum BPM represented by any timing control point. /// </summary> [JsonIgnore] public double BPMMaximum => 60000 / (TimingPoints.OrderBy(c => c.BeatLength).FirstOrDefault() ?? new TimingControlPoint()).BeatLength; /// <summary> /// Finds the minimum BPM represented by any timing control point. /// </summary> [JsonIgnore] public double BPMMinimum => 60000 / (TimingPoints.OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? new TimingControlPoint()).BeatLength; /// <summary> /// Finds the mode BPM (most common BPM) represented by the control points. /// </summary> [JsonIgnore] public double BPMMode => 60000 / (TimingPoints.GroupBy(c => c.BeatLength).OrderByDescending(grp => grp.Count()).FirstOrDefault()?.FirstOrDefault() ?? new TimingControlPoint()).BeatLength; /// <summary> /// Remove all <see cref="ControlPointGroup"/>s and return to a pristine state. /// </summary> public void Clear() { groups.Clear(); timingPoints.Clear(); difficultyPoints.Clear(); samplePoints.Clear(); effectPoints.Clear(); } /// <summary> /// Add a new <see cref="ControlPoint"/>. Note that the provided control point may not be added if the correct state is already present at the provided time. /// </summary> /// <param name="time">The time at which the control point should be added.</param> /// <param name="controlPoint">The control point to add.</param> /// <returns>Whether the control point was added.</returns> public bool Add(double time, ControlPoint controlPoint) { if (checkAlreadyExisting(time, controlPoint)) return false; GroupAt(time, true).Add(controlPoint); return true; } public ControlPointGroup GroupAt(double time, bool addIfNotExisting = false) { var newGroup = new ControlPointGroup(time); int i = groups.BinarySearch(newGroup); if (i >= 0) return groups[i]; if (addIfNotExisting) { newGroup.ItemAdded += groupItemAdded; newGroup.ItemRemoved += groupItemRemoved; groups.Insert(~i, newGroup); return newGroup; } return null; } public void RemoveGroup(ControlPointGroup group) { group.ItemAdded -= groupItemAdded; group.ItemRemoved -= groupItemRemoved; groups.Remove(group); } /// <summary> /// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>. /// Includes logic for returning a specific point when no matching point is found. /// </summary> /// <param name="list">The list to search.</param> /// <param name="time">The time to find the control point at.</param> /// <param name="prePoint">The control point to use when <paramref name="time"/> is before any control points. If null, a new control point will be constructed.</param> /// <returns>The active control point at <paramref name="time"/>, or a fallback <see cref="ControlPoint"/> if none found.</returns> private T binarySearchWithFallback<T>(IReadOnlyList<T> list, double time, T prePoint = null) where T : ControlPoint, new() { return binarySearch(list, time) ?? prePoint ?? new T(); } /// <summary> /// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>. /// </summary> /// <param name="list">The list to search.</param> /// <param name="time">The time to find the control point at.</param> /// <returns>The active control point at <paramref name="time"/>.</returns> private T binarySearch<T>(IReadOnlyList<T> list, double time) where T : ControlPoint { if (list == null) throw new ArgumentNullException(nameof(list)); if (list.Count == 0) return null; if (time < list[0].Time) return null; if (time >= list[^1].Time) return list[^1]; int l = 0; int r = list.Count - 2; while (l <= r) { int pivot = l + ((r - l) >> 1); if (list[pivot].Time < time) l = pivot + 1; else if (list[pivot].Time > time) r = pivot - 1; else return list[pivot]; } // l will be the first control point with Time > time, but we want the one before it return list[l - 1]; } /// <summary> /// Check whether <paramref name="newPoint"/> should be added. /// </summary> /// <param name="time">The time to find the timing control point at.</param> /// <param name="newPoint">A point to be added.</param> /// <returns>Whether the new point should be added.</returns> private bool checkAlreadyExisting(double time, ControlPoint newPoint) { ControlPoint existing = null; switch (newPoint) { case TimingControlPoint _: // Timing points are a special case and need to be added regardless of fallback availability. existing = binarySearch(TimingPoints, time); break; case EffectControlPoint _: existing = EffectPointAt(time); break; case SampleControlPoint _: existing = binarySearch(SamplePoints, time); break; case DifficultyControlPoint _: existing = DifficultyPointAt(time); break; } return existing?.EquivalentTo(newPoint) == true; } private void groupItemAdded(ControlPoint controlPoint) { switch (controlPoint) { case TimingControlPoint typed: timingPoints.Add(typed); break; case EffectControlPoint typed: effectPoints.Add(typed); break; case SampleControlPoint typed: samplePoints.Add(typed); break; case DifficultyControlPoint typed: difficultyPoints.Add(typed); break; } } private void groupItemRemoved(ControlPoint controlPoint) { switch (controlPoint) { case TimingControlPoint typed: timingPoints.Remove(typed); break; case EffectControlPoint typed: effectPoints.Remove(typed); break; case SampleControlPoint typed: samplePoints.Remove(typed); break; case DifficultyControlPoint typed: difficultyPoints.Remove(typed); break; } } } }