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904c76e437
`EditorBeatmap.BeatmapInfo` is usually the correct instance for mutating properties that should persist in the database.
414 lines
15 KiB
C#
414 lines
15 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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#nullable disable
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using System;
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using System.Collections;
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using System.Collections.Generic;
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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.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Beatmaps.Timing;
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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.Skinning;
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namespace osu.Game.Screens.Edit
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{
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public partial class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
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{
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/// <summary>
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/// Will become <c>true</c> when a new update is queued, and <c>false</c> when all updates have been applied.
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/// </summary>
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/// <remarks>
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/// This is intended to be used to avoid performing operations (like playback of samples)
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/// while mutating hitobjects.
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/// </remarks>
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public IBindable<bool> UpdateInProgress => updateInProgress;
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private readonly BindableBool updateInProgress = new BindableBool();
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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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/// </summary>
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public event Action<HitObject> HitObjectAdded;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is removed from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public event Action<HitObject> HitObjectRemoved;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is updated.
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/// </summary>
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public event Action<HitObject> HitObjectUpdated;
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/// <summary>
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/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
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/// </summary>
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/// <remarks>
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/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
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/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
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/// </remarks>
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public event Action BeatmapReprocessed;
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/// <summary>
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/// All currently selected <see cref="HitObject"/>s.
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/// </summary>
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public readonly BindableList<HitObject> SelectedHitObjects = new BindableList<HitObject>();
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/// <summary>
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/// The current placement. Null if there's no active placement.
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/// </summary>
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public readonly Bindable<HitObject> PlacementObject = new Bindable<HitObject>();
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private readonly BeatmapInfo beatmapInfo;
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public readonly IBeatmap PlayableBeatmap;
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/// <summary>
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/// Whether at least one timing control point is present and providing timing information.
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/// </summary>
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public IBindable<bool> HasTiming => hasTiming;
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private readonly Bindable<bool> hasTiming = new Bindable<bool>();
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[CanBeNull]
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public readonly EditorBeatmapSkin BeatmapSkin;
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private EditorClock editorClock { get; set; }
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public BindableInt PreviewTime { get; }
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private readonly IBeatmapProcessor beatmapProcessor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null, BeatmapInfo beatmapInfo = null)
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{
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PlayableBeatmap = playableBeatmap;
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PlayableBeatmap.ControlPointInfo = ConvertControlPoints(PlayableBeatmap.ControlPointInfo);
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this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
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if (beatmapSkin is Skin skin)
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{
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BeatmapSkin = new EditorBeatmapSkin(skin);
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BeatmapSkin.BeatmapSkinChanged += SaveState;
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}
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beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap);
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foreach (var obj in HitObjects)
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trackStartTime(obj);
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PreviewTime = new BindableInt(BeatmapInfo.Metadata.PreviewTime);
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PreviewTime.BindValueChanged(s =>
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{
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BeginChange();
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BeatmapInfo.Metadata.PreviewTime = s.NewValue;
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EndChange();
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});
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}
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/// <summary>
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/// Converts a <see cref="ControlPointInfo"/> such that the resultant <see cref="ControlPointInfo"/> is non-legacy.
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/// </summary>
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/// <param name="incoming">The <see cref="ControlPointInfo"/> to convert.</param>
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/// <returns>The non-legacy <see cref="ControlPointInfo"/>. <paramref name="incoming"/> is returned if already non-legacy.</returns>
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public static ControlPointInfo ConvertControlPoints(ControlPointInfo incoming)
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{
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// ensure we are not working with legacy control points.
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// if we leave the legacy points around they will be applied over any local changes on
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// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
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if (!(incoming is LegacyControlPointInfo))
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return incoming;
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var newControlPoints = new ControlPointInfo();
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foreach (var controlPoint in incoming.AllControlPoints)
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{
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switch (controlPoint)
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{
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case DifficultyControlPoint:
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case SampleControlPoint:
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// skip legacy types.
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continue;
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default:
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newControlPoints.Add(controlPoint.Time, controlPoint);
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break;
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}
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}
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return newControlPoints;
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}
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public BeatmapInfo BeatmapInfo
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{
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get => beatmapInfo;
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set => throw new InvalidOperationException($"Can't set {nameof(BeatmapInfo)} on {nameof(EditorBeatmap)}");
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}
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public BeatmapMetadata Metadata => beatmapInfo.Metadata;
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public BeatmapDifficulty Difficulty
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{
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get => PlayableBeatmap.Difficulty;
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set => PlayableBeatmap.Difficulty = value;
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}
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public ControlPointInfo ControlPointInfo
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{
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get => PlayableBeatmap.ControlPointInfo;
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set => PlayableBeatmap.ControlPointInfo = value;
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}
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public List<BreakPeriod> Breaks => PlayableBeatmap.Breaks;
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public double TotalBreakTime => PlayableBeatmap.TotalBreakTime;
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public IReadOnlyList<HitObject> HitObjects => PlayableBeatmap.HitObjects;
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public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
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public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
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public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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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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private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
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/// <summary>
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/// Perform the provided action on every selected hitobject.
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/// Changes will be grouped as one history action.
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/// </summary>
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/// <param name="action">The action to perform.</param>
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public void PerformOnSelection(Action<HitObject> action)
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{
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if (SelectedHitObjects.Count == 0)
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return;
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BeginChange();
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foreach (var h in SelectedHitObjects)
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action(h);
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EndChange();
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}
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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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/// </summary>
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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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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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/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject)
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{
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// Preserve existing sorting order in the beatmap
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int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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Insert(insertionIndex + 1, hitObject);
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}
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/// <summary>
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/// Inserts a <see cref="HitObject"/> into this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <remarks>
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/// It is the invoker's responsibility to make sure that <see cref="HitObject"/> sorting order is maintained.
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/// </remarks>
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/// <param name="index">The index to insert the <see cref="HitObject"/> at.</param>
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/// <param name="hitObject">The <see cref="HitObject"/> to insert.</param>
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public void Insert(int index, HitObject hitObject)
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{
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trackStartTime(hitObject);
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mutableHitObjects.Insert(index, hitObject);
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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 Update([NotNull] HitObject hitObject)
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{
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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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updateInProgress.Value = true;
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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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updateInProgress.Value = true;
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}
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/// <summary>
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/// Removes a <see cref="HitObject"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
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/// <returns>True if the <see cref="HitObject"/> has been removed, false otherwise.</returns>
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public bool Remove(HitObject hitObject)
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{
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int index = FindIndex(hitObject);
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if (index == -1)
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return false;
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RemoveAt(index);
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return true;
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}
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/// <summary>
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/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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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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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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/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to search for.</param>
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/// <returns>The index of <paramref name="hitObject"/>.</returns>
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public int FindIndex(HitObject hitObject) => mutableHitObjects.IndexOf(hitObject);
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/// <summary>
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/// Removes a <see cref="HitObject"/> at an index in this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="index">The index of the <see cref="HitObject"/> to remove.</param>
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public void RemoveAt(int index)
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{
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HitObject hitObject = (HitObject)mutableHitObjects[index]!;
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mutableHitObjects.RemoveAt(index);
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var bindable = startTimeBindables[hitObject];
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bindable.UnbindAll();
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startTimeBindables.Remove(hitObject);
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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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protected override void Update()
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{
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base.Update();
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if (batchPendingUpdates.Count > 0)
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UpdateState();
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hasTiming.Value = !ReferenceEquals(ControlPointInfo.TimingPointAt(editorClock.CurrentTime), TimingControlPoint.DEFAULT);
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}
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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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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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beatmapProcessor?.PostProcess();
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BeatmapReprocessed?.Invoke();
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// 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();
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var inserts = batchPendingInserts.ToArray();
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batchPendingInserts.Clear();
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var updates = batchPendingUpdates.ToArray();
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batchPendingUpdates.Clear();
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foreach (var h in deletes) SelectedHitObjects.Remove(h);
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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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updateInProgress.Value = false;
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}
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/// <summary>
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/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public void Clear() => RemoveRange(HitObjects.ToArray());
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private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
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private void trackStartTime(HitObject hitObject)
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{
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startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindables[hitObject].ValueChanged += _ =>
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{
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// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
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mutableHitObjects.Remove(hitObject);
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int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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Update(hitObject);
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};
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}
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private int findInsertionIndex(IReadOnlyList<HitObject> list, double startTime)
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{
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].StartTime > startTime)
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return i - 1;
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}
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return list.Count - 1;
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}
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public double SnapTime(double time, double? referenceTime) => ControlPointInfo.GetClosestSnappedTime(time, BeatDivisor, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
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public int BeatDivisor => beatDivisor?.Value ?? 1;
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}
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}
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