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144 lines
5.2 KiB
C#
144 lines
5.2 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;
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using System.Collections.Generic;
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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.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit
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{
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public class EditorBeatmap : IBeatmap, IBeatSnapProvider
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{
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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 the start time of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/> was changed.
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/// </summary>
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public event Action<HitObject> StartTimeChanged;
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public BindableList<HitObject> SelectedHitObjects { get; } = new BindableList<HitObject>();
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public readonly IBeatmap PlayableBeatmap;
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private readonly BindableBeatDivisor beatDivisor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap, BindableBeatDivisor beatDivisor = null)
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{
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PlayableBeatmap = playableBeatmap;
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this.beatDivisor = beatDivisor;
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foreach (var obj in HitObjects)
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trackStartTime(obj);
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}
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public BeatmapInfo BeatmapInfo
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{
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get => PlayableBeatmap.BeatmapInfo;
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set => PlayableBeatmap.BeatmapInfo = value;
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}
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public BeatmapMetadata Metadata => PlayableBeatmap.Metadata;
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public ControlPointInfo ControlPointInfo => PlayableBeatmap.ControlPointInfo;
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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 IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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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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trackStartTime(hitObject);
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// Preserve existing sorting order in the beatmap
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var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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HitObjectAdded?.Invoke(hitObject);
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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 add.</param>
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public void Remove(HitObject hitObject)
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{
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if (!mutableHitObjects.Contains(hitObject))
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return;
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mutableHitObjects.Remove(hitObject);
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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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HitObjectRemoved?.Invoke(hitObject);
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}
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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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var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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StartTimeChanged?.Invoke(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)
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{
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var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time);
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var beatLength = timingPoint.BeatLength / BeatDivisor;
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return timingPoint.Time + (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero) * beatLength;
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}
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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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