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Merge branch 'master' into editor-fix-button-states-after-paste
This commit is contained in:
@ -1,9 +1,9 @@
|
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// 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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|
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osuTK;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations
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{
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@ -12,16 +12,23 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations
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/// </summary>
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public class PointVisualisation : Box
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{
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public const float WIDTH = 1;
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public PointVisualisation(double startTime)
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: this()
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{
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X = (float)startTime;
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}
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|
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public PointVisualisation()
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{
|
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Origin = Anchor.TopCentre;
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|
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RelativeSizeAxes = Axes.Y;
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Width = 1;
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EdgeSmoothness = new Vector2(1, 0);
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|
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RelativePositionAxes = Axes.X;
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X = (float)startTime;
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RelativeSizeAxes = Axes.Y;
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|
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Width = WIDTH;
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EdgeSmoothness = new Vector2(WIDTH, 0);
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}
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}
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}
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|
@ -203,7 +203,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// handle positional change etc.
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foreach (var obj in selectedHitObjects)
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Beatmap.UpdateHitObject(obj);
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Beatmap.Update(obj);
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changeHandler?.EndChange();
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isDraggingBlueprint = false;
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@ -436,8 +436,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - draggedObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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{
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obj.StartTime += offset;
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Beatmap.Update(obj);
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}
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}
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return true;
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|
@ -201,7 +201,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override void AddBlueprintFor(HitObject hitObject)
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{
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refreshTool();
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base.AddBlueprintFor(hitObject);
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// on successful placement, the new combo button should be reset as this is the most common user interaction.
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if (Beatmap.SelectedHitObjects.Count == 0)
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NewCombo.Value = TernaryState.False;
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}
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private void createPlacement()
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|
@ -17,10 +17,28 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public Action<float> OnRotation;
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public Action<Vector2, Anchor> OnScale;
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public Action<Direction> OnFlip;
|
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public Action OnReverse;
|
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|
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public Action OperationStarted;
|
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public Action OperationEnded;
|
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|
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private bool canReverse;
|
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|
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/// <summary>
|
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/// Whether pattern reversing support should be enabled.
|
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/// </summary>
|
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public bool CanReverse
|
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{
|
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get => canReverse;
|
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set
|
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{
|
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if (canReverse == value) return;
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canReverse = value;
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recreate();
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}
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}
|
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|
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private bool canRotate;
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|
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/// <summary>
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@ -125,6 +143,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (CanScaleX && CanScaleY) addFullScaleComponents();
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if (CanScaleY) addYScaleComponents();
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if (CanRotate) addRotationComponents();
|
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if (CanReverse) addButton(FontAwesome.Solid.Backward, "Reverse pattern", () => OnReverse?.Invoke());
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}
|
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private void addRotationComponents()
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|
@ -101,6 +101,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
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OnRotation = angle => HandleRotation(angle),
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OnScale = (amount, anchor) => HandleScale(amount, anchor),
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OnFlip = direction => HandleFlip(direction),
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OnReverse = () => HandleReverse(),
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};
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|
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/// <summary>
|
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@ -139,7 +140,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
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/// Handles the selected <see cref="DrawableHitObject"/>s being rotated.
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/// </summary>
|
||||
/// <param name="angle">The delta angle to apply to the selection.</param>
|
||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be moved.</returns>
|
||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be rotated.</returns>
|
||||
public virtual bool HandleRotation(float angle) => false;
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||||
|
||||
/// <summary>
|
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@ -147,16 +148,22 @@ namespace osu.Game.Screens.Edit.Compose.Components
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||||
/// </summary>
|
||||
/// <param name="scale">The delta scale to apply, in playfield local coordinates.</param>
|
||||
/// <param name="anchor">The point of reference where the scale is originating from.</param>
|
||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be moved.</returns>
|
||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be scaled.</returns>
|
||||
public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
|
||||
|
||||
/// <summary>
|
||||
/// Handled the selected <see cref="DrawableHitObject"/>s being flipped.
|
||||
/// Handles the selected <see cref="DrawableHitObject"/>s being flipped.
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||||
/// </summary>
|
||||
/// <param name="direction">The direction to flip</param>
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||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be moved.</returns>
|
||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be flipped.</returns>
|
||||
public virtual bool HandleFlip(Direction direction) => false;
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||||
|
||||
/// <summary>
|
||||
/// Handles the selected <see cref="DrawableHitObject"/>s being reversed pattern-wise.
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||||
/// </summary>
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||||
/// <returns>Whether any <see cref="DrawableHitObject"/>s could be reversed.</returns>
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public virtual bool HandleReverse() => false;
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionMethod)
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@ -236,9 +243,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void deleteSelected()
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
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ChangeHandler?.EndChange();
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}
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#endregion
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@ -305,7 +310,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="sampleName">The name of the hit sample.</param>
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public void AddHitSample(string sampleName)
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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{
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@ -316,7 +321,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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h.Samples.Add(new HitSampleInfo { Name = sampleName });
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}
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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/// <summary>
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@ -326,7 +331,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
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public void SetNewCombo(bool state)
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{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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{
|
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@ -335,10 +340,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (comboInfo == null || comboInfo.NewCombo == state) continue;
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comboInfo.NewCombo = state;
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EditorBeatmap?.UpdateHitObject(h);
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EditorBeatmap?.Update(h);
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}
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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||||
/// <summary>
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||||
@ -347,12 +352,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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||||
/// <param name="sampleName">The name of the hit sample.</param>
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public void RemoveHitSample(string sampleName)
|
||||
{
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ChangeHandler?.BeginChange();
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EditorBeatmap?.BeginChange();
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|
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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ChangeHandler?.EndChange();
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EditorBeatmap?.EndChange();
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}
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#endregion
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|
@ -392,6 +392,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return;
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repeatHitObject.RepeatCount = proposedCount;
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beatmap.Update(hitObject);
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break;
|
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case IHasDuration endTimeHitObject:
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@ -401,10 +402,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
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return;
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endTimeHitObject.Duration = snappedTime - hitObject.StartTime;
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beatmap.Update(hitObject);
|
||||
break;
|
||||
}
|
||||
|
||||
beatmap.UpdateHitObject(hitObject);
|
||||
}
|
||||
}
|
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|
||||
|
@ -1,9 +1,11 @@
|
||||
// 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.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Caching;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
@ -12,7 +14,7 @@ using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
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{
|
||||
public class TimelineTickDisplay : TimelinePart
|
||||
public class TimelineTickDisplay : TimelinePart<PointVisualisation>
|
||||
{
|
||||
[Resolved]
|
||||
private EditorBeatmap beatmap { get; set; }
|
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@ -31,15 +33,63 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
private readonly Cached tickCache = new Cached();
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
beatDivisor.BindValueChanged(_ => createLines(), true);
|
||||
beatDivisor.BindValueChanged(_ => tickCache.Invalidate());
|
||||
}
|
||||
|
||||
private void createLines()
|
||||
/// <summary>
|
||||
/// The visible time/position range of the timeline.
|
||||
/// </summary>
|
||||
private (float min, float max) visibleRange = (float.MinValue, float.MaxValue);
|
||||
|
||||
/// <summary>
|
||||
/// The next time/position value to the left of the display when tick regeneration needs to be run.
|
||||
/// </summary>
|
||||
private float? nextMinTick;
|
||||
|
||||
/// <summary>
|
||||
/// The next time/position value to the right of the display when tick regeneration needs to be run.
|
||||
/// </summary>
|
||||
private float? nextMaxTick;
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private Timeline timeline { get; set; }
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
Clear();
|
||||
base.Update();
|
||||
|
||||
if (timeline != null)
|
||||
{
|
||||
var newRange = (
|
||||
(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopLeft).X - PointVisualisation.WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X,
|
||||
(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopRight).X + PointVisualisation.WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X);
|
||||
|
||||
if (visibleRange != newRange)
|
||||
{
|
||||
visibleRange = newRange;
|
||||
|
||||
// actual regeneration only needs to occur if we've passed one of the known next min/max tick boundaries.
|
||||
if (nextMinTick == null || nextMaxTick == null || (visibleRange.min < nextMinTick || visibleRange.max > nextMaxTick))
|
||||
tickCache.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
if (!tickCache.IsValid)
|
||||
createTicks();
|
||||
}
|
||||
|
||||
private void createTicks()
|
||||
{
|
||||
int drawableIndex = 0;
|
||||
int highestDivisor = BindableBeatDivisor.VALID_DIVISORS.Last();
|
||||
|
||||
nextMinTick = null;
|
||||
nextMaxTick = null;
|
||||
|
||||
for (var i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
|
||||
{
|
||||
@ -50,41 +100,70 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
|
||||
for (double t = point.Time; t < until; t += point.BeatLength / beatDivisor.Value)
|
||||
{
|
||||
var indexInBeat = beat % beatDivisor.Value;
|
||||
float xPos = (float)t;
|
||||
|
||||
if (indexInBeat == 0)
|
||||
{
|
||||
Add(new PointVisualisation(t)
|
||||
{
|
||||
Colour = BindableBeatDivisor.GetColourFor(1, colours),
|
||||
Origin = Anchor.TopCentre,
|
||||
});
|
||||
}
|
||||
if (t < visibleRange.min)
|
||||
nextMinTick = xPos;
|
||||
else if (t > visibleRange.max)
|
||||
nextMaxTick ??= xPos;
|
||||
else
|
||||
{
|
||||
// if this is the first beat in the beatmap, there is no next min tick
|
||||
if (beat == 0 && i == 0)
|
||||
nextMinTick = float.MinValue;
|
||||
|
||||
var indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
|
||||
|
||||
var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
|
||||
var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
|
||||
var height = 0.1f - (float)divisor / BindableBeatDivisor.VALID_DIVISORS.Last() * 0.08f;
|
||||
|
||||
Add(new PointVisualisation(t)
|
||||
{
|
||||
Colour = colour,
|
||||
Height = height,
|
||||
Origin = Anchor.TopCentre,
|
||||
});
|
||||
// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
|
||||
var height = indexInBar == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f;
|
||||
|
||||
Add(new PointVisualisation(t)
|
||||
{
|
||||
Colour = colour,
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomCentre,
|
||||
Height = height,
|
||||
});
|
||||
var topPoint = getNextUsablePoint();
|
||||
topPoint.X = xPos;
|
||||
topPoint.Colour = colour;
|
||||
topPoint.Height = height;
|
||||
topPoint.Anchor = Anchor.TopLeft;
|
||||
topPoint.Origin = Anchor.TopCentre;
|
||||
|
||||
var bottomPoint = getNextUsablePoint();
|
||||
bottomPoint.X = xPos;
|
||||
bottomPoint.Colour = colour;
|
||||
bottomPoint.Anchor = Anchor.BottomLeft;
|
||||
bottomPoint.Origin = Anchor.BottomCentre;
|
||||
bottomPoint.Height = height;
|
||||
}
|
||||
|
||||
beat++;
|
||||
}
|
||||
}
|
||||
|
||||
int usedDrawables = drawableIndex;
|
||||
|
||||
// save a few drawables beyond the currently used for edge cases.
|
||||
while (drawableIndex < Math.Min(usedDrawables + 16, Count))
|
||||
Children[drawableIndex++].Hide();
|
||||
|
||||
// expire any excess
|
||||
while (drawableIndex < Count)
|
||||
Children[drawableIndex++].Expire();
|
||||
|
||||
tickCache.Validate();
|
||||
|
||||
Drawable getNextUsablePoint()
|
||||
{
|
||||
PointVisualisation point;
|
||||
if (drawableIndex >= Count)
|
||||
Add(point = new PointVisualisation());
|
||||
else
|
||||
point = Children[drawableIndex];
|
||||
|
||||
drawableIndex++;
|
||||
point.Show();
|
||||
|
||||
return point;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -469,10 +469,17 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private void confirmExit()
|
||||
{
|
||||
// stop the track if playing to allow the parent screen to choose a suitable playback mode.
|
||||
Beatmap.Value.Track.Stop();
|
||||
|
||||
if (isNewBeatmap)
|
||||
{
|
||||
// confirming exit without save means we should delete the new beatmap completely.
|
||||
beatmapManager.Delete(playableBeatmap.BeatmapInfo.BeatmapSet);
|
||||
|
||||
// in theory this shouldn't be required but due to EF core not sharing instance states 100%
|
||||
// MusicController is unaware of the changed DeletePending state.
|
||||
Beatmap.SetDefault();
|
||||
}
|
||||
|
||||
exitConfirmed = true;
|
||||
@ -509,14 +516,14 @@ namespace osu.Game.Screens.Edit
|
||||
foreach (var h in objects)
|
||||
h.StartTime += timeOffset;
|
||||
|
||||
changeHandler.BeginChange();
|
||||
editorBeatmap.BeginChange();
|
||||
|
||||
editorBeatmap.SelectedHitObjects.Clear();
|
||||
|
||||
editorBeatmap.AddRange(objects);
|
||||
editorBeatmap.SelectedHitObjects.AddRange(objects);
|
||||
|
||||
changeHandler.EndChange();
|
||||
editorBeatmap.EndChange();
|
||||
}
|
||||
|
||||
protected void Undo() => changeHandler.RestoreState(-1);
|
||||
|
@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
|
||||
@ -89,9 +88,11 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
|
||||
|
||||
private readonly HashSet<HitObject> pendingUpdates = new HashSet<HitObject>();
|
||||
private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
|
||||
|
||||
private bool isBatchApplying;
|
||||
private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
|
||||
|
||||
private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
|
||||
@ -99,11 +100,10 @@ namespace osu.Game.Screens.Edit
|
||||
/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
|
||||
public void AddRange(IEnumerable<HitObject> hitObjects)
|
||||
{
|
||||
ApplyBatchChanges(_ =>
|
||||
{
|
||||
foreach (var h in hitObjects)
|
||||
Add(h);
|
||||
});
|
||||
BeginChange();
|
||||
foreach (var h in hitObjects)
|
||||
Add(h);
|
||||
EndChange();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -131,26 +131,28 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
mutableHitObjects.Insert(index, hitObject);
|
||||
|
||||
if (isBatchApplying)
|
||||
batchPendingInserts.Add(hitObject);
|
||||
else
|
||||
{
|
||||
// must be run after any change to hitobject ordering
|
||||
beatmapProcessor?.PreProcess();
|
||||
processHitObject(hitObject);
|
||||
beatmapProcessor?.PostProcess();
|
||||
|
||||
HitObjectAdded?.Invoke(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 UpdateHitObject([NotNull] HitObject hitObject)
|
||||
public void Update([NotNull] HitObject hitObject)
|
||||
{
|
||||
pendingUpdates.Add(hitObject);
|
||||
// updates are debounced regardless of whether a batch is active.
|
||||
batchPendingUpdates.Add(hitObject);
|
||||
}
|
||||
|
||||
/// <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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -175,11 +177,10 @@ namespace osu.Game.Screens.Edit
|
||||
/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
|
||||
public void RemoveRange(IEnumerable<HitObject> hitObjects)
|
||||
{
|
||||
ApplyBatchChanges(_ =>
|
||||
{
|
||||
foreach (var h in hitObjects)
|
||||
Remove(h);
|
||||
});
|
||||
BeginChange();
|
||||
foreach (var h in hitObjects)
|
||||
Remove(h);
|
||||
EndChange();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -203,50 +204,45 @@ namespace osu.Game.Screens.Edit
|
||||
bindable.UnbindAll();
|
||||
startTimeBindables.Remove(hitObject);
|
||||
|
||||
if (isBatchApplying)
|
||||
batchPendingDeletes.Add(hitObject);
|
||||
else
|
||||
{
|
||||
// must be run after any change to hitobject ordering
|
||||
beatmapProcessor?.PreProcess();
|
||||
processHitObject(hitObject);
|
||||
beatmapProcessor?.PostProcess();
|
||||
|
||||
HitObjectRemoved?.Invoke(hitObject);
|
||||
}
|
||||
BeginChange();
|
||||
batchPendingDeletes.Add(hitObject);
|
||||
EndChange();
|
||||
}
|
||||
|
||||
private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
|
||||
|
||||
private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Apply a batch of operations in one go, without performing Pre/Postprocessing each time.
|
||||
/// </summary>
|
||||
/// <param name="applyFunction">The function which will apply the batch changes.</param>
|
||||
public void ApplyBatchChanges(Action<EditorBeatmap> 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();
|
||||
|
||||
foreach (var h in batchPendingDeletes) processHitObject(h);
|
||||
foreach (var h in batchPendingInserts) processHitObject(h);
|
||||
foreach (var h in batchPendingUpdates) processHitObject(h);
|
||||
|
||||
beatmapProcessor?.PostProcess();
|
||||
|
||||
foreach (var h in batchPendingDeletes) HitObjectRemoved?.Invoke(h);
|
||||
foreach (var h in batchPendingInserts) HitObjectAdded?.Invoke(h);
|
||||
|
||||
// callbacks may modify the lists so let's be safe about it
|
||||
var deletes = batchPendingDeletes.ToArray();
|
||||
batchPendingDeletes.Clear();
|
||||
|
||||
var inserts = batchPendingInserts.ToArray();
|
||||
batchPendingInserts.Clear();
|
||||
|
||||
isBatchApplying = false;
|
||||
var updates = batchPendingUpdates.ToArray();
|
||||
batchPendingUpdates.Clear();
|
||||
|
||||
foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
|
||||
foreach (var h in inserts) HitObjectAdded?.Invoke(h);
|
||||
foreach (var h in updates) HitObjectUpdated?.Invoke(h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -254,28 +250,6 @@ namespace osu.Game.Screens.Edit
|
||||
/// </summary>
|
||||
public void Clear() => RemoveRange(HitObjects.ToArray());
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// debounce updates as they are common and may come from input events, which can run needlessly many times per update frame.
|
||||
if (pendingUpdates.Count > 0)
|
||||
{
|
||||
beatmapProcessor?.PreProcess();
|
||||
|
||||
foreach (var hitObject in pendingUpdates)
|
||||
processHitObject(hitObject);
|
||||
|
||||
beatmapProcessor?.PostProcess();
|
||||
|
||||
// explicitly needs to be fired after PostProcess
|
||||
foreach (var hitObject in pendingUpdates)
|
||||
HitObjectUpdated?.Invoke(hitObject);
|
||||
|
||||
pendingUpdates.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
|
||||
|
||||
private void trackStartTime(HitObject hitObject)
|
||||
@ -289,7 +263,7 @@ namespace osu.Game.Screens.Edit
|
||||
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
||||
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
|
||||
|
||||
UpdateHitObject(hitObject);
|
||||
Update(hitObject);
|
||||
};
|
||||
}
|
||||
|
||||
@ -315,14 +289,5 @@ namespace osu.Game.Screens.Edit
|
||||
public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
|
||||
|
||||
public int BeatDivisor => beatDivisor?.Value ?? 1;
|
||||
|
||||
/// <summary>
|
||||
/// Update all hit objects with potentially changed difficulty or control point data.
|
||||
/// </summary>
|
||||
public void UpdateBeatmap()
|
||||
{
|
||||
foreach (var h in HitObjects)
|
||||
pendingUpdates.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// <summary>
|
||||
/// Tracks changes to the <see cref="Editor"/>.
|
||||
/// </summary>
|
||||
public class EditorChangeHandler : IEditorChangeHandler
|
||||
public class EditorChangeHandler : TransactionalCommitComponent, IEditorChangeHandler
|
||||
{
|
||||
public readonly Bindable<bool> CanUndo = new Bindable<bool>();
|
||||
public readonly Bindable<bool> CanRedo = new Bindable<bool>();
|
||||
@ -41,7 +41,6 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
|
||||
private readonly EditorBeatmap editorBeatmap;
|
||||
private int bulkChangesStarted;
|
||||
private bool isRestoring;
|
||||
|
||||
public const int MAX_SAVED_STATES = 50;
|
||||
@ -54,9 +53,9 @@ namespace osu.Game.Screens.Edit
|
||||
{
|
||||
this.editorBeatmap = editorBeatmap;
|
||||
|
||||
editorBeatmap.HitObjectAdded += hitObjectAdded;
|
||||
editorBeatmap.HitObjectRemoved += hitObjectRemoved;
|
||||
editorBeatmap.HitObjectUpdated += hitObjectUpdated;
|
||||
editorBeatmap.TransactionBegan += BeginChange;
|
||||
editorBeatmap.TransactionEnded += EndChange;
|
||||
editorBeatmap.SaveStateTriggered += SaveState;
|
||||
|
||||
patcher = new LegacyEditorBeatmapPatcher(editorBeatmap);
|
||||
|
||||
@ -64,28 +63,8 @@ namespace osu.Game.Screens.Edit
|
||||
SaveState();
|
||||
}
|
||||
|
||||
private void hitObjectAdded(HitObject obj) => SaveState();
|
||||
|
||||
private void hitObjectRemoved(HitObject obj) => SaveState();
|
||||
|
||||
private void hitObjectUpdated(HitObject obj) => SaveState();
|
||||
|
||||
public void BeginChange() => bulkChangesStarted++;
|
||||
|
||||
public void EndChange()
|
||||
protected override void UpdateState()
|
||||
{
|
||||
if (bulkChangesStarted == 0)
|
||||
throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}.");
|
||||
|
||||
if (--bulkChangesStarted == 0)
|
||||
SaveState();
|
||||
}
|
||||
|
||||
public void SaveState()
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
return;
|
||||
|
||||
if (isRestoring)
|
||||
return;
|
||||
|
||||
@ -120,7 +99,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// <param name="direction">The direction to restore in. If less than 0, an older state will be used. If greater than 0, a newer state will be used.</param>
|
||||
public void RestoreState(int direction)
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
if (TransactionActive)
|
||||
return;
|
||||
|
||||
if (savedStates.Count == 0)
|
||||
|
@ -68,19 +68,20 @@ namespace osu.Game.Screens.Edit
|
||||
toRemove.Sort();
|
||||
toAdd.Sort();
|
||||
|
||||
editorBeatmap.ApplyBatchChanges(eb =>
|
||||
{
|
||||
// Apply the changes.
|
||||
for (int i = toRemove.Count - 1; i >= 0; i--)
|
||||
eb.RemoveAt(toRemove[i]);
|
||||
editorBeatmap.BeginChange();
|
||||
|
||||
if (toAdd.Count > 0)
|
||||
{
|
||||
IBeatmap newBeatmap = readBeatmap(newState);
|
||||
foreach (var i in toAdd)
|
||||
eb.Insert(i, newBeatmap.HitObjects[i]);
|
||||
}
|
||||
});
|
||||
// Apply the changes.
|
||||
for (int i = toRemove.Count - 1; i >= 0; i--)
|
||||
editorBeatmap.RemoveAt(toRemove[i]);
|
||||
|
||||
if (toAdd.Count > 0)
|
||||
{
|
||||
IBeatmap newBeatmap = readBeatmap(newState);
|
||||
foreach (var i in toAdd)
|
||||
editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
|
||||
}
|
||||
|
||||
editorBeatmap.EndChange();
|
||||
}
|
||||
|
||||
private string readString(byte[] state) => Encoding.UTF8.GetString(state);
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
73
osu.Game/Screens/Edit/TransactionalCommitComponent.cs
Normal file
73
osu.Game/Screens/Edit/TransactionalCommitComponent.cs
Normal file
@ -0,0 +1,73 @@
|
||||
// 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.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
/// <summary>
|
||||
/// A component that tracks a batch change, only applying after all active changes are completed.
|
||||
/// </summary>
|
||||
public abstract class TransactionalCommitComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Fires whenever a transaction begins. Will not fire on nested transactions.
|
||||
/// </summary>
|
||||
public event Action TransactionBegan;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when the last transaction completes.
|
||||
/// </summary>
|
||||
public event Action TransactionEnded;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when <see cref="SaveState"/> is called and results in a non-transactional state save.
|
||||
/// </summary>
|
||||
public event Action SaveStateTriggered;
|
||||
|
||||
public bool TransactionActive => bulkChangesStarted > 0;
|
||||
|
||||
private int bulkChangesStarted;
|
||||
|
||||
/// <summary>
|
||||
/// Signal the beginning of a change.
|
||||
/// </summary>
|
||||
public void BeginChange()
|
||||
{
|
||||
if (bulkChangesStarted++ == 0)
|
||||
TransactionBegan?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal the end of a change.
|
||||
/// </summary>
|
||||
/// <exception cref="InvalidOperationException">Throws if <see cref="BeginChange"/> was not first called.</exception>
|
||||
public void EndChange()
|
||||
{
|
||||
if (bulkChangesStarted == 0)
|
||||
throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}.");
|
||||
|
||||
if (--bulkChangesStarted == 0)
|
||||
{
|
||||
UpdateState();
|
||||
TransactionEnded?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force an update of the state with no attached transaction.
|
||||
/// This is a no-op if a transaction is already active. Should generally be used as a safety measure to ensure granular changes are not left outside a transaction.
|
||||
/// </summary>
|
||||
public void SaveState()
|
||||
{
|
||||
if (bulkChangesStarted > 0)
|
||||
return;
|
||||
|
||||
SaveStateTriggered?.Invoke();
|
||||
UpdateState();
|
||||
}
|
||||
|
||||
protected abstract void UpdateState();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user