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f13ca28d5e
Closes https://github.com/ppy/osu/issues/28369.
The reporter of the issue was incorrect; it's not the beat snap grid
that is causing the problem, it's something far stupider than that.
When the current selection changes,
`EditorSelectionHandler.UpdateTernaryStates()` is supposed to update the
state of ternary bindables to reflect the reality of the current
selection. This in turn will fire bindable change callbacks for said
ternary toggles, which heavily use `EditorBeatmap.PerformOnSelection()`.
The thing about that method is that it will attempt to check whether any
changes were actually made to avoid producing empty undo states, *but*
to do this, it must *serialise out the entire beatmap to a stream* and
then *binary equality check that* to determine whether any changes were
actually made:
7b14c77e43/osu.Game/Screens/Edit/EditorChangeHandler.cs (L65-L69)
As goes without saying, this is very expensive and unnecessary, which
leads to stuff like keeping a selection box active while a taiko beatmap
is playing under it dog slow. So to attempt to mitigate that, add
precondition checks to every single ternary callback of this sort to
avoid this serialisation overhead.
And yes, those precondition checks use linq, and that is *still* faster
than not having them.
303 lines
12 KiB
C#
303 lines
12 KiB
C#
// 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.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public partial class EditorSelectionHandler : SelectionHandler<HitObject>
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{
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/// <summary>
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/// A special bank name that is only used in the editor UI.
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/// When selected and in placement mode, the bank of the last hit object will always be used.
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/// </summary>
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public const string HIT_BANK_AUTO = "auto";
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[Resolved]
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protected EditorBeatmap EditorBeatmap { get; private set; } = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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createStateBindables();
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += (_, _) => Scheduler.AddOnce(UpdateTernaryStates);
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}
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protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
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#region Selection State
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/// <summary>
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/// The state of "new combo" for all selected hitobjects.
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/// </summary>
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public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
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/// <summary>
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/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// The state of each sample bank type for all selected hitobjects.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionBankStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
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/// </summary>
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private void createStateBindables()
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{
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foreach (string bankName in HitSampleInfo.AllBanks.Prepend(HIT_BANK_AUTO))
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{
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var bindable = new Bindable<TernaryState>
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{
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Description = bankName.Titleize()
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};
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bindable.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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if (SelectedItems.Count == 0)
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{
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// Ensure that if this is the last selected bank, it should remain selected.
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if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False))
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bindable.Value = TernaryState.True;
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}
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else
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{
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// Auto should never apply when there is a selection made.
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// This is also required to stop a bindable feedback loop when a HitObject has zero samples (and LINQ `All` below becomes true).
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if (bankName == HIT_BANK_AUTO)
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break;
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// Never remove a sample bank.
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// These are basically radio buttons, not toggles.
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if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName)))
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bindable.Value = TernaryState.True;
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}
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break;
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case TernaryState.True:
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if (SelectedItems.Count == 0)
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{
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// Ensure the user can't stack multiple bank selections when there's no hitobject selection.
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// Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects.
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foreach (var other in SelectionBankStates.Values)
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{
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if (other != bindable)
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other.Value = TernaryState.False;
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}
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}
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else
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{
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// Auto should just not apply if there's a selection already made.
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// Maybe we could make it a disabled button in the future, but right now the editor buttons don't support disabled state.
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if (bankName == HIT_BANK_AUTO)
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{
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bindable.Value = TernaryState.False;
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break;
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}
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AddSampleBank(bankName);
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}
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break;
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}
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};
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SelectionBankStates[bankName] = bindable;
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}
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// start with normal selected.
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SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
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foreach (string sampleName in HitSampleInfo.AllAdditions)
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{
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var bindable = new Bindable<TernaryState>
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{
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Description = sampleName.Replace("hit", string.Empty).Titleize()
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};
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bindable.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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RemoveHitSample(sampleName);
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break;
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case TernaryState.True:
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AddHitSample(sampleName);
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break;
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}
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};
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SelectionSampleStates[sampleName] = bindable;
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}
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// new combo
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SelectionNewComboState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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SetNewCombo(false);
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break;
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case TernaryState.True:
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SetNewCombo(true);
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break;
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}
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};
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}
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/// <summary>
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/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach ((string sampleName, var bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName));
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}
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foreach ((string bankName, var bindable) in SelectionBankStates)
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{
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bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.All(s => s.Bank == bankName));
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}
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}
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#endregion
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#region Ternary state changes
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/// <summary>
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/// Adds a sample bank to all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="bankName">The name of the sample bank.</param>
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public void AddSampleBank(string bankName)
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{
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if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (h.Samples.All(s => s.Bank == bankName))
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return;
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h.Samples = h.Samples.Select(s => s.With(newBank: bankName)).ToList();
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// Adds a hit sample to all selected <see cref="HitObject"/>s.
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/// </summary>
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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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if (SelectedItems.All(h => h.Samples.Any(s => s.Name == sampleName)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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// Make sure there isn't already an existing sample
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if (h.Samples.Any(s => s.Name == sampleName))
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return;
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h.Samples.Add(h.CreateHitSampleInfo(sampleName));
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// Removes a hit sample from all selected <see cref="HitObject"/>s.
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/// </summary>
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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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if (SelectedItems.All(h => h.Samples.All(s => s.Name != sampleName)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// Set the new combo state of all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="state">Whether to set or unset.</param>
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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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if (SelectedItems.OfType<IHasComboInformation>().All(h => h.NewCombo == state))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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var comboInfo = h as IHasComboInformation;
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if (comboInfo == null || comboInfo.NewCombo == state) return;
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comboInfo.NewCombo = state;
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EditorBeatmap.Update(h);
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});
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}
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#endregion
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#region Context Menu
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/// <summary>
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/// Provide context menu items relevant to current selection. Calling base is not required.
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/// </summary>
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/// <param name="selection">The current selection.</param>
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/// <returns>The relevant menu items.</returns>
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
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{
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if (SelectedBlueprints.All(b => b.Item is IHasComboInformation))
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{
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yield return new TernaryStateToggleMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } };
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}
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yield return new OsuMenuItem("Sample")
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{
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Items = SelectionSampleStates.Select(kvp =>
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new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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};
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yield return new OsuMenuItem("Bank")
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{
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Items = SelectionBankStates.Select(kvp =>
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new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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};
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}
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#endregion
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}
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}
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