osu/osu.Game/Screens/Edit/EditorBeatmap.cs

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// 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;
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using System.Collections;
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using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit
{
public class EditorBeatmap : Component, IBeatmap, IBeatSnapProvider
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{
/// <summary>
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/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
/// </summary>
public event Action<HitObject> HitObjectAdded;
/// <summary>
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/// Invoked when a <see cref="HitObject"/> is removed from this <see cref="EditorBeatmap"/>.
/// </summary>
public event Action<HitObject> HitObjectRemoved;
/// <summary>
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/// Invoked when the start time of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/> was changed.
/// </summary>
public event Action<HitObject> StartTimeChanged;
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/// <summary>
/// All currently selected <see cref="HitObject"/>s.
/// </summary>
public readonly BindableList<HitObject> SelectedHitObjects = new BindableList<HitObject>();
/// <summary>
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/// The current placement. Null if there's no active placement.
/// </summary>
public readonly Bindable<HitObject> PlacementObject = new Bindable<HitObject>();
public readonly IBeatmap PlayableBeatmap;
[Resolved]
private BindableBeatDivisor beatDivisor { get; set; }
private readonly IBeatmapProcessor beatmapProcessor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap)
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{
PlayableBeatmap = playableBeatmap;
beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset?.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap);
foreach (var obj in HitObjects)
trackStartTime(obj);
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}
private ScheduledDelegate scheduledUpdate;
/// <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(HitObject hitObject)
{
scheduledUpdate?.Cancel();
scheduledUpdate = Scheduler.AddDelayed(() =>
{
beatmapProcessor?.PreProcess();
hitObject?.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
beatmapProcessor?.PostProcess();
}, 0);
}
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public BeatmapInfo BeatmapInfo
{
get => PlayableBeatmap.BeatmapInfo;
set => PlayableBeatmap.BeatmapInfo = value;
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}
public BeatmapMetadata Metadata => PlayableBeatmap.Metadata;
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public ControlPointInfo ControlPointInfo => PlayableBeatmap.ControlPointInfo;
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public List<BreakPeriod> Breaks => PlayableBeatmap.Breaks;
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public double TotalBreakTime => PlayableBeatmap.TotalBreakTime;
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public IReadOnlyList<HitObject> HitObjects => PlayableBeatmap.HitObjects;
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public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
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public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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/// <summary>
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/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject)
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{
trackStartTime(hitObject);
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// Preserve existing sorting order in the beatmap
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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HitObjectAdded?.Invoke(hitObject);
}
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/// <summary>
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/// Removes a <see cref="HitObject"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Remove(HitObject hitObject)
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{
if (!mutableHitObjects.Contains(hitObject))
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return;
mutableHitObjects.Remove(hitObject);
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var bindable = startTimeBindables[hitObject];
bindable.UnbindAll();
startTimeBindables.Remove(hitObject);
HitObjectRemoved?.Invoke(hitObject);
}
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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);
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
StartTimeChanged?.Invoke(hitObject);
};
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}
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private int findInsertionIndex(IReadOnlyList<HitObject> list, double startTime)
{
for (int i = 0; i < list.Count; i++)
{
if (list[i].StartTime > startTime)
return i - 1;
}
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return list.Count - 1;
}
public double SnapTime(double time, double? referenceTime)
{
var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time);
var beatLength = timingPoint.BeatLength / BeatDivisor;
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return timingPoint.Time + (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero) * beatLength;
}
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public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
public int BeatDivisor => beatDivisor?.Value ?? 1;
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}
}