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364 lines
14 KiB
C#
364 lines
14 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 JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Lists;
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using osu.Framework.Utils;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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[Serializable]
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public class ControlPointInfo
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{
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/// <summary>
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/// All control points grouped by time.
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/// </summary>
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[JsonProperty]
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public IBindableList<ControlPointGroup> Groups => groups;
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private readonly BindableList<ControlPointGroup> groups = new BindableList<ControlPointGroup>();
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/// <summary>
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/// All timing points.
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/// </summary>
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[JsonProperty]
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public IReadOnlyList<TimingControlPoint> TimingPoints => timingPoints;
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private readonly SortedList<TimingControlPoint> timingPoints = new SortedList<TimingControlPoint>(Comparer<TimingControlPoint>.Default);
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/// <summary>
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/// All difficulty points.
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/// </summary>
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[JsonProperty]
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public IReadOnlyList<DifficultyControlPoint> DifficultyPoints => difficultyPoints;
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private readonly SortedList<DifficultyControlPoint> difficultyPoints = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default);
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/// <summary>
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/// All sound points.
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/// </summary>
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[JsonProperty]
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public IBindableList<SampleControlPoint> SamplePoints => samplePoints;
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private readonly BindableList<SampleControlPoint> samplePoints = new BindableList<SampleControlPoint>();
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/// <summary>
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/// All effect points.
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/// </summary>
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[JsonProperty]
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public IReadOnlyList<EffectControlPoint> EffectPoints => effectPoints;
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private readonly SortedList<EffectControlPoint> effectPoints = new SortedList<EffectControlPoint>(Comparer<EffectControlPoint>.Default);
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/// <summary>
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/// All control points, of all types.
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/// </summary>
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[JsonIgnore]
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public IEnumerable<ControlPoint> AllControlPoints => Groups.SelectMany(g => g.ControlPoints).ToArray();
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/// <summary>
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/// Finds the difficulty control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the difficulty control point at.</param>
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/// <returns>The difficulty control point.</returns>
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[NotNull]
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public DifficultyControlPoint DifficultyPointAt(double time) => binarySearchWithFallback(DifficultyPoints, time, DifficultyControlPoint.DEFAULT);
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/// <summary>
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/// Finds the effect control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the effect control point at.</param>
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/// <returns>The effect control point.</returns>
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[NotNull]
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public EffectControlPoint EffectPointAt(double time) => binarySearchWithFallback(EffectPoints, time, EffectControlPoint.DEFAULT);
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/// <summary>
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/// Finds the sound control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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[NotNull]
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public SampleControlPoint SamplePointAt(double time) => binarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : SampleControlPoint.DEFAULT);
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/// <summary>
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/// Finds the timing control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <returns>The timing control point.</returns>
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[NotNull]
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public TimingControlPoint TimingPointAt(double time) => binarySearchWithFallback(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : TimingControlPoint.DEFAULT);
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/// <summary>
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/// Finds the maximum BPM represented by any timing control point.
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/// </summary>
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[JsonIgnore]
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public double BPMMaximum =>
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60000 / (TimingPoints.OrderBy(c => c.BeatLength).FirstOrDefault() ?? TimingControlPoint.DEFAULT).BeatLength;
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/// <summary>
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/// Finds the minimum BPM represented by any timing control point.
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/// </summary>
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[JsonIgnore]
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public double BPMMinimum =>
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60000 / (TimingPoints.OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? TimingControlPoint.DEFAULT).BeatLength;
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/// <summary>
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/// Remove all <see cref="ControlPointGroup"/>s and return to a pristine state.
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/// </summary>
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public void Clear()
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{
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groups.Clear();
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timingPoints.Clear();
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difficultyPoints.Clear();
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samplePoints.Clear();
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effectPoints.Clear();
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="time">The time at which the control point should be added.</param>
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/// <param name="controlPoint">The control point to add.</param>
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/// <returns>Whether the control point was added.</returns>
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public bool Add(double time, ControlPoint controlPoint)
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{
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if (checkAlreadyExisting(time, controlPoint))
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return false;
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GroupAt(time, true).Add(controlPoint);
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return true;
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}
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public ControlPointGroup GroupAt(double time, bool addIfNotExisting = false)
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{
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var newGroup = new ControlPointGroup(time);
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int i = groups.BinarySearch(newGroup);
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if (i >= 0)
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return groups[i];
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if (addIfNotExisting)
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{
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newGroup.ItemAdded += groupItemAdded;
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newGroup.ItemRemoved += groupItemRemoved;
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groups.Insert(~i, newGroup);
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return newGroup;
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}
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return null;
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}
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public void RemoveGroup(ControlPointGroup group)
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{
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foreach (var item in group.ControlPoints.ToArray())
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group.Remove(item);
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group.ItemAdded -= groupItemAdded;
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group.ItemRemoved -= groupItemRemoved;
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groups.Remove(group);
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}
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/// <summary>
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/// Returns the time on the given beat divisor closest to the given time.
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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/// <param name="beatDivisor">The beat divisor to snap to.</param>
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/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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public double GetClosestSnappedTime(double time, int beatDivisor, double? referenceTime = null)
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{
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var timingPoint = TimingPointAt(referenceTime ?? time);
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return getClosestSnappedTime(timingPoint, time, beatDivisor);
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}
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/// <summary>
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/// Returns the time on *ANY* valid beat divisor, favouring the divisor closest to the given time.
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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public double GetClosestSnappedTime(double time) => GetClosestSnappedTime(time, GetClosestBeatDivisor(time));
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/// <summary>
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/// Returns the beat snap divisor closest to the given time. If two are equally close, the smallest divisor is returned.
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/// </summary>
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/// <param name="time">The time to find the closest beat snap divisor to.</param>
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/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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public int GetClosestBeatDivisor(double time, double? referenceTime = null)
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{
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TimingControlPoint timingPoint = TimingPointAt(referenceTime ?? time);
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int closestDivisor = 0;
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double closestTime = double.MaxValue;
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foreach (int divisor in BindableBeatDivisor.VALID_DIVISORS)
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{
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double distanceFromSnap = Math.Abs(time - getClosestSnappedTime(timingPoint, time, divisor));
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if (Precision.DefinitelyBigger(closestTime, distanceFromSnap))
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{
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closestDivisor = divisor;
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closestTime = distanceFromSnap;
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}
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}
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return closestDivisor;
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}
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private static double getClosestSnappedTime(TimingControlPoint timingPoint, double time, int beatDivisor)
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{
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var beatLength = timingPoint.BeatLength / beatDivisor;
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var beatLengths = (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero);
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return timingPoint.Time + beatLengths * beatLength;
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}
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/// <summary>
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/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// Includes logic for returning a specific point when no matching point is found.
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/// </summary>
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/// <param name="list">The list to search.</param>
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/// <param name="time">The time to find the control point at.</param>
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/// <param name="fallback">The control point to use when <paramref name="time"/> is before any control points.</param>
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/// <returns>The active control point at <paramref name="time"/>, or a fallback <see cref="ControlPoint"/> if none found.</returns>
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private T binarySearchWithFallback<T>(IReadOnlyList<T> list, double time, T fallback)
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where T : ControlPoint
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{
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return binarySearch(list, time) ?? fallback;
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}
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/// <summary>
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/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// </summary>
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/// <param name="list">The list to search.</param>
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/// <param name="time">The time to find the control point at.</param>
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/// <returns>The active control point at <paramref name="time"/>.</returns>
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private T binarySearch<T>(IReadOnlyList<T> list, double time)
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where T : ControlPoint
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{
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if (list == null)
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throw new ArgumentNullException(nameof(list));
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if (list.Count == 0)
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return null;
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if (time < list[0].Time)
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return null;
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if (time >= list[^1].Time)
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return list[^1];
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int l = 0;
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int r = list.Count - 2;
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while (l <= r)
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{
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int pivot = l + ((r - l) >> 1);
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if (list[pivot].Time < time)
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l = pivot + 1;
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else if (list[pivot].Time > time)
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r = pivot - 1;
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else
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return list[pivot];
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}
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// l will be the first control point with Time > time, but we want the one before it
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return list[l - 1];
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}
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/// <summary>
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/// Check whether <paramref name="newPoint"/> should be added.
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/// </summary>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <param name="newPoint">A point to be added.</param>
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/// <returns>Whether the new point should be added.</returns>
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private bool checkAlreadyExisting(double time, ControlPoint newPoint)
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{
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ControlPoint existing = null;
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switch (newPoint)
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{
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case TimingControlPoint _:
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// Timing points are a special case and need to be added regardless of fallback availability.
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existing = binarySearch(TimingPoints, time);
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break;
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case EffectControlPoint _:
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existing = EffectPointAt(time);
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break;
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case SampleControlPoint _:
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existing = binarySearch(SamplePoints, time);
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break;
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case DifficultyControlPoint _:
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existing = DifficultyPointAt(time);
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break;
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}
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return newPoint?.IsRedundant(existing) == true;
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}
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private void groupItemAdded(ControlPoint controlPoint)
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{
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switch (controlPoint)
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{
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case TimingControlPoint typed:
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timingPoints.Add(typed);
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break;
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case EffectControlPoint typed:
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effectPoints.Add(typed);
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break;
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case SampleControlPoint typed:
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samplePoints.Add(typed);
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break;
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case DifficultyControlPoint typed:
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difficultyPoints.Add(typed);
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break;
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}
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}
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private void groupItemRemoved(ControlPoint controlPoint)
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{
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switch (controlPoint)
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{
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case TimingControlPoint typed:
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timingPoints.Remove(typed);
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break;
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case EffectControlPoint typed:
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effectPoints.Remove(typed);
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break;
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case SampleControlPoint typed:
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samplePoints.Remove(typed);
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break;
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case DifficultyControlPoint typed:
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difficultyPoints.Remove(typed);
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break;
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}
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}
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public ControlPointInfo CreateCopy()
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{
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var controlPointInfo = new ControlPointInfo();
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foreach (var point in AllControlPoints)
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controlPointInfo.Add(point.Time, point.CreateCopy());
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return controlPointInfo;
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}
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}
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}
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