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124 lines
5.7 KiB
C#
124 lines
5.7 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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/// <summary>
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/// Visualises connections between <see cref="DrawableOsuHitObject"/>s.
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/// </summary>
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public class FollowPointRenderer : LifetimeManagementContainer
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{
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/// <summary>
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/// All the <see cref="FollowPointConnection"/>s contained by this <see cref="FollowPointRenderer"/>.
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/// </summary>
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internal IReadOnlyList<FollowPointConnection> Connections => connections;
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private readonly List<FollowPointConnection> connections = new List<FollowPointConnection>();
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Adds the <see cref="FollowPoint"/>s around an <see cref="OsuHitObject"/>.
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/// This includes <see cref="FollowPoint"/>s leading into <paramref name="hitObject"/>, and <see cref="FollowPoint"/>s exiting <paramref name="hitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="OsuHitObject"/> to add <see cref="FollowPoint"/>s for.</param>
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public void AddFollowPoints(OsuHitObject hitObject)
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=> addConnection(new FollowPointConnection(hitObject).With(g => g.StartTime.BindValueChanged(_ => onStartTimeChanged(g))));
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/// <summary>
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/// Removes the <see cref="FollowPoint"/>s around an <see cref="OsuHitObject"/>.
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/// This includes <see cref="FollowPoint"/>s leading into <paramref name="hitObject"/>, and <see cref="FollowPoint"/>s exiting <paramref name="hitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="OsuHitObject"/> to remove <see cref="FollowPoint"/>s for.</param>
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public void RemoveFollowPoints(OsuHitObject hitObject) => removeGroup(connections.Single(g => g.Start == hitObject));
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/// <summary>
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/// Adds a <see cref="FollowPointConnection"/> to this <see cref="FollowPointRenderer"/>.
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/// </summary>
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/// <param name="connection">The <see cref="FollowPointConnection"/> to add.</param>
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/// <returns>The index of <paramref name="connection"/> in <see cref="connections"/>.</returns>
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private void addConnection(FollowPointConnection connection)
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{
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// Groups are sorted by their start time when added such that the index can be used to post-process other surrounding connections
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int index = connections.AddInPlace(connection, Comparer<FollowPointConnection>.Create((g1, g2) =>
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{
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int comp = g1.StartTime.Value.CompareTo(g2.StartTime.Value);
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if (comp != 0)
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return comp;
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// we always want to insert the new item after equal ones.
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// this is important for beatmaps with multiple hitobjects at the same point in time.
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// if we use standard comparison insert order, there will be a churn of connections getting re-updated to
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// the next object at the point-in-time, adding a construction/disposal overhead (see FollowPointConnection.End implementation's ClearInternal).
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// this is easily visible on https://osu.ppy.sh/beatmapsets/150945#osu/372245
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return -1;
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}));
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if (index < connections.Count - 1)
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{
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// Update the connection's end point to the next connection's start point
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// h1 -> -> -> h2
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// connection nextGroup
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FollowPointConnection nextConnection = connections[index + 1];
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connection.End = nextConnection.Start;
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}
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else
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{
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// The end point may be non-null during re-ordering
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connection.End = null;
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}
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if (index > 0)
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{
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// Update the previous connection's end point to the current connection's start point
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// h1 -> -> -> h2
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// prevGroup connection
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FollowPointConnection previousConnection = connections[index - 1];
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previousConnection.End = connection.Start;
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}
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AddInternal(connection);
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}
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/// <summary>
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/// Removes a <see cref="FollowPointConnection"/> from this <see cref="FollowPointRenderer"/>.
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/// </summary>
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/// <param name="connection">The <see cref="FollowPointConnection"/> to remove.</param>
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/// <returns>Whether <paramref name="connection"/> was removed.</returns>
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private void removeGroup(FollowPointConnection connection)
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{
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RemoveInternal(connection);
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int index = connections.IndexOf(connection);
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if (index > 0)
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{
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// Update the previous connection's end point to the next connection's start point
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// h1 -> -> -> h2 -> -> -> h3
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// prevGroup connection nextGroup
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// The current connection's end point is used since there may not be a next connection
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FollowPointConnection previousConnection = connections[index - 1];
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previousConnection.End = connection.End;
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}
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connections.Remove(connection);
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}
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private void onStartTimeChanged(FollowPointConnection connection)
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{
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// Naive but can be improved if performance becomes an issue
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removeGroup(connection);
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addConnection(connection);
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}
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}
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}
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