mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 02:22:59 +08:00
404 lines
15 KiB
C#
404 lines
15 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Beatmaps.Legacy;
|
|
using osu.Game.Beatmaps.Timing;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Screens.Edit
|
|
{
|
|
public partial class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
|
|
{
|
|
/// <summary>
|
|
/// Will become <c>true</c> when a new update is queued, and <c>false</c> when all updates have been applied.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is intended to be used to avoid performing operations (like playback of samples)
|
|
/// while mutating hitobjects.
|
|
/// </remarks>
|
|
public IBindable<bool> UpdateInProgress => updateInProgress;
|
|
|
|
private readonly BindableBool updateInProgress = new BindableBool();
|
|
|
|
/// <summary>
|
|
/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
public event Action<HitObject> HitObjectAdded;
|
|
|
|
/// <summary>
|
|
/// Invoked when a <see cref="HitObject"/> is removed from this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
public event Action<HitObject> HitObjectRemoved;
|
|
|
|
/// <summary>
|
|
/// Invoked when a <see cref="HitObject"/> is updated.
|
|
/// </summary>
|
|
public event Action<HitObject> HitObjectUpdated;
|
|
|
|
/// <summary>
|
|
/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
|
|
/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
|
|
/// </remarks>
|
|
public event Action BeatmapReprocessed;
|
|
|
|
/// <summary>
|
|
/// All currently selected <see cref="HitObject"/>s.
|
|
/// </summary>
|
|
public readonly BindableList<HitObject> SelectedHitObjects = new BindableList<HitObject>();
|
|
|
|
/// <summary>
|
|
/// The current placement. Null if there's no active placement.
|
|
/// </summary>
|
|
public readonly Bindable<HitObject> PlacementObject = new Bindable<HitObject>();
|
|
|
|
private readonly BeatmapInfo beatmapInfo;
|
|
public readonly IBeatmap PlayableBeatmap;
|
|
|
|
/// <summary>
|
|
/// Whether at least one timing control point is present and providing timing information.
|
|
/// </summary>
|
|
public IBindable<bool> HasTiming => hasTiming;
|
|
|
|
private readonly Bindable<bool> hasTiming = new Bindable<bool>();
|
|
|
|
[CanBeNull]
|
|
public readonly EditorBeatmapSkin BeatmapSkin;
|
|
|
|
[Resolved]
|
|
private BindableBeatDivisor beatDivisor { get; set; }
|
|
|
|
[Resolved]
|
|
private EditorClock editorClock { get; set; }
|
|
|
|
private readonly IBeatmapProcessor beatmapProcessor;
|
|
|
|
private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
|
|
|
|
public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null, BeatmapInfo beatmapInfo = null)
|
|
{
|
|
PlayableBeatmap = playableBeatmap;
|
|
PlayableBeatmap.ControlPointInfo = ConvertControlPoints(PlayableBeatmap.ControlPointInfo);
|
|
|
|
this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
|
|
|
|
if (beatmapSkin is Skin skin)
|
|
{
|
|
BeatmapSkin = new EditorBeatmapSkin(skin);
|
|
BeatmapSkin.BeatmapSkinChanged += SaveState;
|
|
}
|
|
|
|
beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap);
|
|
|
|
foreach (var obj in HitObjects)
|
|
trackStartTime(obj);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a <see cref="ControlPointInfo"/> such that the resultant <see cref="ControlPointInfo"/> is non-legacy.
|
|
/// </summary>
|
|
/// <param name="incoming">The <see cref="ControlPointInfo"/> to convert.</param>
|
|
/// <returns>The non-legacy <see cref="ControlPointInfo"/>. <paramref name="incoming"/> is returned if already non-legacy.</returns>
|
|
public static ControlPointInfo ConvertControlPoints(ControlPointInfo incoming)
|
|
{
|
|
// ensure we are not working with legacy control points.
|
|
// if we leave the legacy points around they will be applied over any local changes on
|
|
// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
|
|
if (!(incoming is LegacyControlPointInfo))
|
|
return incoming;
|
|
|
|
var newControlPoints = new ControlPointInfo();
|
|
|
|
foreach (var controlPoint in incoming.AllControlPoints)
|
|
{
|
|
switch (controlPoint)
|
|
{
|
|
case DifficultyControlPoint:
|
|
case SampleControlPoint:
|
|
// skip legacy types.
|
|
continue;
|
|
|
|
default:
|
|
newControlPoints.Add(controlPoint.Time, controlPoint);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return newControlPoints;
|
|
}
|
|
|
|
public BeatmapInfo BeatmapInfo
|
|
{
|
|
get => beatmapInfo;
|
|
set => throw new InvalidOperationException($"Can't set {nameof(BeatmapInfo)} on {nameof(EditorBeatmap)}");
|
|
}
|
|
|
|
public BeatmapMetadata Metadata => beatmapInfo.Metadata;
|
|
|
|
public BeatmapDifficulty Difficulty
|
|
{
|
|
get => PlayableBeatmap.Difficulty;
|
|
set => PlayableBeatmap.Difficulty = value;
|
|
}
|
|
|
|
public ControlPointInfo ControlPointInfo
|
|
{
|
|
get => PlayableBeatmap.ControlPointInfo;
|
|
set => PlayableBeatmap.ControlPointInfo = value;
|
|
}
|
|
|
|
public List<BreakPeriod> Breaks => PlayableBeatmap.Breaks;
|
|
|
|
public double TotalBreakTime => PlayableBeatmap.TotalBreakTime;
|
|
|
|
public IReadOnlyList<HitObject> HitObjects => PlayableBeatmap.HitObjects;
|
|
|
|
public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
|
|
|
|
public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
|
|
|
|
public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
|
|
|
|
private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
|
|
|
|
private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
|
|
|
|
private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
|
|
|
|
private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
|
|
|
|
/// <summary>
|
|
/// Perform the provided action on every selected hitobject.
|
|
/// Changes will be grouped as one history action.
|
|
/// </summary>
|
|
/// <param name="action">The action to perform.</param>
|
|
public void PerformOnSelection(Action<HitObject> action)
|
|
{
|
|
if (SelectedHitObjects.Count == 0)
|
|
return;
|
|
|
|
BeginChange();
|
|
foreach (var h in SelectedHitObjects)
|
|
action(h);
|
|
EndChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
|
|
public void AddRange(IEnumerable<HitObject> hitObjects)
|
|
{
|
|
BeginChange();
|
|
foreach (var h in hitObjects)
|
|
Add(h);
|
|
EndChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
|
|
public void Add(HitObject hitObject)
|
|
{
|
|
// Preserve existing sorting order in the beatmap
|
|
int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
|
Insert(insertionIndex + 1, hitObject);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inserts a <see cref="HitObject"/> into this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// It is the invoker's responsibility to make sure that <see cref="HitObject"/> sorting order is maintained.
|
|
/// </remarks>
|
|
/// <param name="index">The index to insert the <see cref="HitObject"/> at.</param>
|
|
/// <param name="hitObject">The <see cref="HitObject"/> to insert.</param>
|
|
public void Insert(int index, HitObject hitObject)
|
|
{
|
|
trackStartTime(hitObject);
|
|
|
|
mutableHitObjects.Insert(index, hitObject);
|
|
|
|
BeginChange();
|
|
batchPendingInserts.Add(hitObject);
|
|
EndChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
|
|
public void Update([NotNull] HitObject hitObject)
|
|
{
|
|
// updates are debounced regardless of whether a batch is active.
|
|
batchPendingUpdates.Add(hitObject);
|
|
|
|
updateInProgress.Value = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update all hit objects with potentially changed difficulty or control point data.
|
|
/// </summary>
|
|
public void UpdateAllHitObjects()
|
|
{
|
|
foreach (var h in HitObjects)
|
|
batchPendingUpdates.Add(h);
|
|
|
|
updateInProgress.Value = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a <see cref="HitObject"/> from this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
|
|
/// <returns>True if the <see cref="HitObject"/> has been removed, false otherwise.</returns>
|
|
public bool Remove(HitObject hitObject)
|
|
{
|
|
int index = FindIndex(hitObject);
|
|
|
|
if (index == -1)
|
|
return false;
|
|
|
|
RemoveAt(index);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
|
|
public void RemoveRange(IEnumerable<HitObject> hitObjects)
|
|
{
|
|
BeginChange();
|
|
foreach (var h in hitObjects)
|
|
Remove(h);
|
|
EndChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <see cref="HitObject"/> to search for.</param>
|
|
/// <returns>The index of <paramref name="hitObject"/>.</returns>
|
|
public int FindIndex(HitObject hitObject) => mutableHitObjects.IndexOf(hitObject);
|
|
|
|
/// <summary>
|
|
/// Removes a <see cref="HitObject"/> at an index in this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
/// <param name="index">The index of the <see cref="HitObject"/> to remove.</param>
|
|
public void RemoveAt(int index)
|
|
{
|
|
var hitObject = (HitObject)mutableHitObjects[index];
|
|
|
|
mutableHitObjects.RemoveAt(index);
|
|
|
|
var bindable = startTimeBindables[hitObject];
|
|
bindable.UnbindAll();
|
|
startTimeBindables.Remove(hitObject);
|
|
|
|
BeginChange();
|
|
batchPendingDeletes.Add(hitObject);
|
|
EndChange();
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (batchPendingUpdates.Count > 0)
|
|
UpdateState();
|
|
|
|
hasTiming.Value = !ReferenceEquals(ControlPointInfo.TimingPointAt(editorClock.CurrentTime), TimingControlPoint.DEFAULT);
|
|
}
|
|
|
|
protected override void UpdateState()
|
|
{
|
|
if (batchPendingUpdates.Count == 0 && batchPendingDeletes.Count == 0 && batchPendingInserts.Count == 0)
|
|
return;
|
|
|
|
beatmapProcessor?.PreProcess();
|
|
|
|
foreach (var h in batchPendingDeletes) processHitObject(h);
|
|
foreach (var h in batchPendingInserts) processHitObject(h);
|
|
foreach (var h in batchPendingUpdates) processHitObject(h);
|
|
|
|
beatmapProcessor?.PostProcess();
|
|
|
|
BeatmapReprocessed?.Invoke();
|
|
|
|
// callbacks may modify the lists so let's be safe about it
|
|
var deletes = batchPendingDeletes.ToArray();
|
|
batchPendingDeletes.Clear();
|
|
|
|
var inserts = batchPendingInserts.ToArray();
|
|
batchPendingInserts.Clear();
|
|
|
|
var updates = batchPendingUpdates.ToArray();
|
|
batchPendingUpdates.Clear();
|
|
|
|
foreach (var h in deletes) SelectedHitObjects.Remove(h);
|
|
|
|
foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
|
|
foreach (var h in inserts) HitObjectAdded?.Invoke(h);
|
|
foreach (var h in updates) HitObjectUpdated?.Invoke(h);
|
|
|
|
updateInProgress.Value = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
public void Clear() => RemoveRange(HitObjects.ToArray());
|
|
|
|
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
|
|
|
|
private void trackStartTime(HitObject hitObject)
|
|
{
|
|
startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
|
|
startTimeBindables[hitObject].ValueChanged += _ =>
|
|
{
|
|
// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
|
|
mutableHitObjects.Remove(hitObject);
|
|
|
|
int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
|
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
|
|
|
|
Update(hitObject);
|
|
};
|
|
}
|
|
|
|
private int findInsertionIndex(IReadOnlyList<HitObject> list, double startTime)
|
|
{
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
if (list[i].StartTime > startTime)
|
|
return i - 1;
|
|
}
|
|
|
|
return list.Count - 1;
|
|
}
|
|
|
|
public double SnapTime(double time, double? referenceTime) => ControlPointInfo.GetClosestSnappedTime(time, BeatDivisor, referenceTime);
|
|
|
|
public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
|
|
|
|
public int BeatDivisor => beatDivisor?.Value ?? 1;
|
|
}
|
|
}
|