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Add grouping of ControlPoints
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@ -12,29 +12,50 @@ namespace osu.Game.Beatmaps.ControlPoints
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[Serializable]
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public class ControlPointInfo
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{
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/// <summary>
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/// Control point groups.
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/// </summary>
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[JsonProperty]
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public IReadOnlyList<ControlPointGroup> Groups => groups;
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private readonly SortedList<ControlPointGroup> groups = new SortedList<ControlPointGroup>(Comparer<ControlPointGroup>.Default);
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/// <summary>
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/// All timing points.
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/// </summary>
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[JsonProperty]
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public SortedList<TimingControlPoint> TimingPoints { get; private set; } = new SortedList<TimingControlPoint>(Comparer<TimingControlPoint>.Default);
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public IReadOnlyList<TimingControlPoint> TimingPoints => timingPoints;
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private readonly SortedList<TimingControlPoint> timingPoints = new SortedList<TimingControlPoint>(Comparer<TimingControlPoint>.Default);
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/// <summary>
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/// All difficulty points.
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/// </summary>
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[JsonProperty]
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public SortedList<DifficultyControlPoint> DifficultyPoints { get; private set; } = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default);
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public IReadOnlyList<DifficultyControlPoint> DifficultyPoints => difficultyPoints;
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private readonly SortedList<DifficultyControlPoint> difficultyPoints = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default);
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/// <summary>
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/// All sound points.
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/// </summary>
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[JsonProperty]
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public SortedList<SampleControlPoint> SamplePoints { get; private set; } = new SortedList<SampleControlPoint>(Comparer<SampleControlPoint>.Default);
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public IReadOnlyList<SampleControlPoint> SamplePoints => samplePoints;
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private readonly SortedList<SampleControlPoint> samplePoints = new SortedList<SampleControlPoint>(Comparer<SampleControlPoint>.Default);
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/// <summary>
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/// All effect points.
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/// </summary>
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[JsonProperty]
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public SortedList<EffectControlPoint> EffectPoints { get; private set; } = new SortedList<EffectControlPoint>(Comparer<EffectControlPoint>.Default);
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public IReadOnlyList<EffectControlPoint> EffectPoints => effectPoints;
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private readonly SortedList<EffectControlPoint> effectPoints = new SortedList<EffectControlPoint>(Comparer<EffectControlPoint>.Default);
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/// <summary>
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/// All control points, of all types.
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/// </summary>
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public IEnumerable<ControlPoint> AllControlPoints => Groups.SelectMany(g => g.ControlPoints).ToArray();
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/// <summary>
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/// Finds the difficulty control point that is active at <paramref name="time"/>.
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@ -64,6 +85,28 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// <returns>The timing control point.</returns>
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public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null);
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/// <summary>
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/// Finds the closest <see cref="ControlPoint"/> of the same type as <see cref="referencePoint"/> that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <param name="referencePoint">A reference point to infer type.</param>
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/// <returns>The timing control point.</returns>
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public ControlPoint SimilarPointAt(double time, ControlPoint referencePoint)
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{
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switch (referencePoint)
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{
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case TimingControlPoint _: return TimingPointAt(time);
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case EffectControlPoint _: return EffectPointAt(time);
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case SampleControlPoint _: return SamplePointAt(time);
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case DifficultyControlPoint _: return DifficultyPointAt(time);
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}
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return null;
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}
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/// <summary>
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/// Finds the maximum BPM represented by any timing control point.
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/// </summary>
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@ -92,7 +135,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// <param name="time">The time to find the control point at.</param>
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/// <param name="prePoint">The control point to use when <paramref name="time"/> is before any control points. If null, a new control point will be constructed.</param>
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/// <returns>The active control point at <paramref name="time"/>.</returns>
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private T binarySearch<T>(SortedList<T> list, double time, T prePoint = null)
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private T binarySearch<T>(IReadOnlyList<T> list, double time, T prePoint = null)
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where T : ControlPoint, new()
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{
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if (list == null)
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@ -125,5 +168,78 @@ namespace osu.Game.Beatmaps.ControlPoints
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// l will be the first control point with Time > time, but we want the one before it
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return list[l - 1];
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}
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public void Add(double time, ControlPoint newPoint, bool force = false)
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{
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if (!force && SimilarPointAt(time, newPoint)?.EquivalentTo(newPoint) == true)
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return;
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GroupAt(time, true).Add(newPoint);
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}
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public ControlPointGroup GroupAt(double time, bool createIfNotExisting)
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{
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var existing = Groups.FirstOrDefault(g => g.Time == time);
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if (existing != null)
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return existing;
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if (createIfNotExisting)
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{
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var newGroup = new ControlPointGroup(time);
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newGroup.ItemAdded += groupItemAdded;
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newGroup.ItemRemoved += groupItemRemoved;
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groups.Add(newGroup);
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return newGroup;
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}
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return null;
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}
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private void groupItemRemoved(ControlPoint obj)
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{
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switch (obj)
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{
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case TimingControlPoint typed:
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timingPoints.Remove(typed);
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break;
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case EffectControlPoint typed:
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effectPoints.Remove(typed);
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break;
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case SampleControlPoint typed:
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samplePoints.Remove(typed);
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break;
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case DifficultyControlPoint typed:
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difficultyPoints.Remove(typed);
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break;
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}
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}
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private void groupItemAdded(ControlPoint obj)
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{
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switch (obj)
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{
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case TimingControlPoint typed:
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timingPoints.Add(typed);
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break;
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case EffectControlPoint typed:
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effectPoints.Add(typed);
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break;
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case SampleControlPoint typed:
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samplePoints.Add(typed);
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break;
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case DifficultyControlPoint typed:
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difficultyPoints.Add(typed);
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break;
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}
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}
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public void Clear() => groups.Clear();
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}
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}
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