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6dcd9427ac
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class. I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
191 lines
7.0 KiB
C#
191 lines
7.0 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.Diagnostics;
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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{
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public abstract class EditablePath : CompositeDrawable
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{
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public int PathId => path.InvalidationID;
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public IReadOnlyList<JuiceStreamPathVertex> Vertices => path.Vertices;
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public int VertexCount => path.Vertices.Count;
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protected readonly Func<float, double> PositionToDistance;
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protected IReadOnlyList<VertexState> VertexStates => vertexStates;
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private readonly JuiceStreamPath path = new JuiceStreamPath();
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// Invariant: `path.Vertices.Count == vertexStates.Count`
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private readonly List<VertexState> vertexStates = new List<VertexState>
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{
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new VertexState { IsFixed = true }
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};
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private readonly List<VertexState> previousVertexStates = new List<VertexState>();
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[Resolved(CanBeNull = true)]
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[CanBeNull]
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private IBeatSnapProvider beatSnapProvider { get; set; }
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protected EditablePath(Func<float, double> positionToDistance)
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{
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PositionToDistance = positionToDistance;
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Anchor = Anchor.BottomLeft;
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}
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public void UpdateFrom(ScrollingHitObjectContainer hitObjectContainer, JuiceStream hitObject)
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{
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while (path.Vertices.Count < InternalChildren.Count)
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RemoveInternal(InternalChildren[^1]);
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while (InternalChildren.Count < path.Vertices.Count)
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AddInternal(new VertexPiece());
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double distanceToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1 / hitObject.Velocity);
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for (int i = 0; i < VertexCount; i++)
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{
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var piece = (VertexPiece)InternalChildren[i];
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var vertex = path.Vertices[i];
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piece.Position = new Vector2(vertex.X, (float)(vertex.Distance * distanceToYFactor));
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piece.UpdateFrom(vertexStates[i]);
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}
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}
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public void InitializeFromHitObject(JuiceStream hitObject)
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{
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var sliderPath = hitObject.Path;
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path.ConvertFromSliderPath(sliderPath);
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// If the original slider path has non-linear type segments, resample the vertices at nested hit object times to reduce the number of vertices.
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if (sliderPath.ControlPoints.Any(p => p.Type != null && p.Type != PathType.Linear))
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{
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path.ResampleVertices(hitObject.NestedHitObjects
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.Skip(1).TakeWhile(h => !(h is Fruit)) // Only droplets in the first span are used.
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.Select(h => (h.StartTime - hitObject.StartTime) * hitObject.Velocity));
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}
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vertexStates.Clear();
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vertexStates.AddRange(path.Vertices.Select((_, i) => new VertexState
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{
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IsFixed = i == 0
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}));
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}
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public void UpdateHitObjectFromPath(JuiceStream hitObject)
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{
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY);
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if (beatSnapProvider == null) return;
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double endTime = hitObject.StartTime + path.Distance / hitObject.Velocity;
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double snappedEndTime = beatSnapProvider.SnapTime(endTime, hitObject.StartTime);
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * hitObject.Velocity;
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}
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public Vector2 ToRelativePosition(Vector2 screenSpacePosition)
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{
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return ToLocalSpace(screenSpacePosition) - new Vector2(0, DrawHeight);
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}
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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protected int AddVertex(double distance, float x)
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{
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int index = path.InsertVertex(distance);
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path.SetVertexPosition(index, x);
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vertexStates.Insert(index, new VertexState());
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correctFixedVertexPositions();
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Debug.Assert(vertexStates.Count == VertexCount);
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return index;
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}
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protected bool RemoveVertex(int index)
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{
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if (index < 0 || index >= path.Vertices.Count)
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return false;
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if (vertexStates[index].IsFixed)
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return false;
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path.RemoveVertices((_, i) => i == index);
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vertexStates.RemoveAt(index);
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if (vertexStates.Count == 0)
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vertexStates.Add(new VertexState());
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Debug.Assert(vertexStates.Count == VertexCount);
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return true;
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}
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protected void MoveSelectedVertices(double distanceDelta, float xDelta)
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{
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// Because the vertex list may be reordered due to distance change, the state list must be reordered as well.
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previousVertexStates.Clear();
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previousVertexStates.AddRange(vertexStates);
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// We will recreate the path from scratch. Note that `Clear` leaves the first vertex.
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int vertexCount = VertexCount;
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path.Clear();
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vertexStates.RemoveRange(1, vertexCount - 1);
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for (int i = 1; i < vertexCount; i++)
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{
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var state = previousVertexStates[i];
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double distance = state.VertexBeforeChange.Distance;
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if (state.IsSelected)
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distance += distanceDelta;
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int newIndex = path.InsertVertex(Math.Max(0, distance));
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vertexStates.Insert(newIndex, state);
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}
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// First, restore positions of the non-selected vertices.
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for (int i = 0; i < vertexCount; i++)
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{
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if (!vertexStates[i].IsSelected && !vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X);
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}
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// Then, move the selected vertices.
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for (int i = 0; i < vertexCount; i++)
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{
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if (vertexStates[i].IsSelected && !vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X + xDelta);
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}
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// Finally, correct the position of fixed vertices.
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correctFixedVertexPositions();
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}
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private void correctFixedVertexPositions()
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{
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for (int i = 0; i < VertexCount; i++)
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{
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if (vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X);
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}
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}
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}
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}
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