diff --git a/osu.Game/Screens/Edit/EditorBeatmap.cs b/osu.Game/Screens/Edit/EditorBeatmap.cs index d02841a95f..f776908a0b 100644 --- a/osu.Game/Screens/Edit/EditorBeatmap.cs +++ b/osu.Game/Screens/Edit/EditorBeatmap.cs @@ -8,7 +8,6 @@ using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; -using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Timing; @@ -18,7 +17,7 @@ using osu.Game.Skinning; namespace osu.Game.Screens.Edit { - public class EditorBeatmap : Component, IBeatmap, IBeatSnapProvider + public class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider { /// /// Invoked when a is added to this . @@ -89,19 +88,16 @@ namespace osu.Game.Screens.Edit private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects; - private bool isBatchApplying; - /// /// Adds a collection of s to this . /// /// The s to add. public void AddRange(IEnumerable hitObjects) { - ApplyBatchChanges(_ => - { - foreach (var h in hitObjects) - Add(h); - }); + BeginChange(); + foreach (var h in hitObjects) + Add(h); + EndChange(); } /// @@ -129,7 +125,7 @@ namespace osu.Game.Screens.Edit mutableHitObjects.Insert(index, hitObject); - if (isBatchApplying) + if (TransactionActive) batchPendingInserts.Add(hitObject); else { @@ -148,16 +144,8 @@ namespace osu.Game.Screens.Edit /// The to update. public void UpdateHitObject([NotNull] HitObject hitObject) { - if (isBatchApplying) - batchPendingUpdates.Add(hitObject); - else - { - beatmapProcessor?.PreProcess(); - processHitObject(hitObject); - beatmapProcessor?.PostProcess(); - - HitObjectUpdated?.Invoke(hitObject); - } + // updates are debounced regardless of whether a batch is active. + batchPendingUpdates.Add(hitObject); } /// @@ -182,11 +170,10 @@ namespace osu.Game.Screens.Edit /// The s to remove. public void RemoveRange(IEnumerable hitObjects) { - ApplyBatchChanges(_ => - { - foreach (var h in hitObjects) - Remove(h); - }); + BeginChange(); + foreach (var h in hitObjects) + Remove(h); + EndChange(); } /// @@ -210,7 +197,7 @@ namespace osu.Game.Screens.Edit bindable.UnbindAll(); startTimeBindables.Remove(hitObject); - if (isBatchApplying) + if (TransactionActive) batchPendingDeletes.Add(hitObject); else { @@ -229,18 +216,18 @@ namespace osu.Game.Screens.Edit private readonly HashSet batchPendingUpdates = new HashSet(); - /// - /// Apply a batch of operations in one go, without performing Pre/Postprocessing each time. - /// - /// The function which will apply the batch changes. - public void ApplyBatchChanges(Action applyFunction) + protected override void Update() { - if (isBatchApplying) - throw new InvalidOperationException("Attempting to perform a batch application from within an existing batch"); + base.Update(); - isBatchApplying = true; + if (batchPendingUpdates.Count > 0) + UpdateState(); + } - applyFunction(this); + protected override void UpdateState() + { + if (batchPendingUpdates.Count == 0 && batchPendingDeletes.Count == 0 && batchPendingInserts.Count == 0) + return; beatmapProcessor?.PreProcess(); @@ -257,8 +244,6 @@ namespace osu.Game.Screens.Edit batchPendingDeletes.Clear(); batchPendingInserts.Clear(); batchPendingUpdates.Clear(); - - isBatchApplying = false; } /// @@ -309,7 +294,7 @@ namespace osu.Game.Screens.Edit /// /// Update all hit objects with potentially changed difficulty or control point data. /// - public void UpdateBeatmap() + public void UpdateAllHitObjects() { foreach (var h in HitObjects) batchPendingUpdates.Add(h); diff --git a/osu.Game/Screens/Edit/Setup/DifficultySection.cs b/osu.Game/Screens/Edit/Setup/DifficultySection.cs index 2d8031c3c8..aa1d57db31 100644 --- a/osu.Game/Screens/Edit/Setup/DifficultySection.cs +++ b/osu.Game/Screens/Edit/Setup/DifficultySection.cs @@ -93,7 +93,7 @@ namespace osu.Game.Screens.Edit.Setup Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value; Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value; - editorBeatmap.UpdateBeatmap(); + editorBeatmap.UpdateAllHitObjects(); } } }