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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.
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using System ;
using System.Collections.Generic ;
using System.Linq ;
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using JetBrains.Annotations ;
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using Newtonsoft.Json ;
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using osu.Framework.Bindables ;
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using osu.Framework.Lists ;
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using osu.Framework.Utils ;
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using osu.Game.Screens.Edit ;
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namespace osu.Game.Beatmaps.ControlPoints
{
[Serializable]
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public class ControlPointInfo
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{
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/// <summary>
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/// All control points grouped by time.
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/// </summary>
[JsonProperty]
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public IBindableList < ControlPointGroup > Groups = > groups ;
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private readonly BindableList < ControlPointGroup > groups = new BindableList < ControlPointGroup > ( ) ;
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/// <summary>
/// All timing points.
/// </summary>
[JsonProperty]
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public IReadOnlyList < TimingControlPoint > TimingPoints = > timingPoints ;
private readonly SortedList < TimingControlPoint > timingPoints = new SortedList < TimingControlPoint > ( Comparer < TimingControlPoint > . Default ) ;
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/// <summary>
/// All difficulty points.
/// </summary>
[JsonProperty]
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public IReadOnlyList < DifficultyControlPoint > DifficultyPoints = > difficultyPoints ;
private readonly SortedList < DifficultyControlPoint > difficultyPoints = new SortedList < DifficultyControlPoint > ( Comparer < DifficultyControlPoint > . Default ) ;
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/// <summary>
/// All sound points.
/// </summary>
[JsonProperty]
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public IBindableList < SampleControlPoint > SamplePoints = > samplePoints ;
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private readonly BindableList < SampleControlPoint > samplePoints = new BindableList < SampleControlPoint > ( ) ;
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/// <summary>
/// All effect points.
/// </summary>
[JsonProperty]
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public IReadOnlyList < EffectControlPoint > EffectPoints = > effectPoints ;
private readonly SortedList < EffectControlPoint > effectPoints = new SortedList < EffectControlPoint > ( Comparer < EffectControlPoint > . Default ) ;
/// <summary>
/// All control points, of all types.
/// </summary>
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[JsonIgnore]
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public IEnumerable < ControlPoint > AllControlPoints = > Groups . SelectMany ( g = > g . ControlPoints ) . ToArray ( ) ;
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/// <summary>
/// Finds the difficulty control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the difficulty control point at.</param>
/// <returns>The difficulty control point.</returns>
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[NotNull]
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public DifficultyControlPoint DifficultyPointAt ( double time ) = > binarySearchWithFallback ( DifficultyPoints , time , DifficultyControlPoint . DEFAULT ) ;
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/// <summary>
/// Finds the effect control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the effect control point at.</param>
/// <returns>The effect control point.</returns>
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[NotNull]
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public EffectControlPoint EffectPointAt ( double time ) = > binarySearchWithFallback ( EffectPoints , time , EffectControlPoint . DEFAULT ) ;
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/// <summary>
/// Finds the sound control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the sound control point at.</param>
/// <returns>The sound control point.</returns>
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[NotNull]
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public SampleControlPoint SamplePointAt ( double time ) = > binarySearchWithFallback ( SamplePoints , time , SamplePoints . Count > 0 ? SamplePoints [ 0 ] : SampleControlPoint . DEFAULT ) ;
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/// <summary>
/// Finds the timing control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the timing control point at.</param>
/// <returns>The timing control point.</returns>
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[NotNull]
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public TimingControlPoint TimingPointAt ( double time ) = > binarySearchWithFallback ( TimingPoints , time , TimingPoints . Count > 0 ? TimingPoints [ 0 ] : TimingControlPoint . DEFAULT ) ;
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/// <summary>
/// Finds the maximum BPM represented by any timing control point.
/// </summary>
[JsonIgnore]
public double BPMMaximum = >
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60000 / ( TimingPoints . OrderBy ( c = > c . BeatLength ) . FirstOrDefault ( ) ? ? TimingControlPoint . DEFAULT ) . BeatLength ;
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/// <summary>
/// Finds the minimum BPM represented by any timing control point.
/// </summary>
[JsonIgnore]
public double BPMMinimum = >
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60000 / ( TimingPoints . OrderByDescending ( c = > c . BeatLength ) . FirstOrDefault ( ) ? ? TimingControlPoint . DEFAULT ) . BeatLength ;
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/// <summary>
/// Remove all <see cref="ControlPointGroup"/>s and return to a pristine state.
/// </summary>
public void Clear ( )
{
groups . Clear ( ) ;
timingPoints . Clear ( ) ;
difficultyPoints . Clear ( ) ;
samplePoints . Clear ( ) ;
effectPoints . Clear ( ) ;
}
/// <summary>
/// Add a new <see cref="ControlPoint"/>. Note that the provided control point may not be added if the correct state is already present at the provided time.
/// </summary>
/// <param name="time">The time at which the control point should be added.</param>
/// <param name="controlPoint">The control point to add.</param>
/// <returns>Whether the control point was added.</returns>
public bool Add ( double time , ControlPoint controlPoint )
{
if ( checkAlreadyExisting ( time , controlPoint ) )
return false ;
GroupAt ( time , true ) . Add ( controlPoint ) ;
return true ;
}
public ControlPointGroup GroupAt ( double time , bool addIfNotExisting = false )
{
var newGroup = new ControlPointGroup ( time ) ;
int i = groups . BinarySearch ( newGroup ) ;
if ( i > = 0 )
return groups [ i ] ;
if ( addIfNotExisting )
{
newGroup . ItemAdded + = groupItemAdded ;
newGroup . ItemRemoved + = groupItemRemoved ;
groups . Insert ( ~ i , newGroup ) ;
return newGroup ;
}
return null ;
}
public void RemoveGroup ( ControlPointGroup group )
{
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foreach ( var item in group . ControlPoints . ToArray ( ) )
group . Remove ( item ) ;
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group . ItemAdded - = groupItemAdded ;
group . ItemRemoved - = groupItemRemoved ;
groups . Remove ( group ) ;
}
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/// <summary>
/// Returns the time on the given beat divisor closest to the given time.
/// </summary>
/// <param name="time">The time to find the closest snapped time to.</param>
/// <param name="beatDivisor">The beat divisor to snap to.</param>
/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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public double GetClosestSnappedTime ( double time , int beatDivisor , double? referenceTime = null )
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{
var timingPoint = TimingPointAt ( referenceTime ? ? time ) ;
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return getClosestSnappedTime ( timingPoint , time , beatDivisor ) ;
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}
/// <summary>
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/// Returns the time on *ANY* valid beat divisor, favouring the divisor closest to the given time.
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/// </summary>
/// <param name="time">The time to find the closest snapped time to.</param>
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public double GetClosestSnappedTime ( double time ) = > GetClosestSnappedTime ( time , GetClosestBeatDivisor ( time ) ) ;
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/// <summary>
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/// Returns the beat snap divisor closest to the given time. If two are equally close, the smallest divisor is returned.
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/// </summary>
/// <param name="time">The time to find the closest beat snap divisor to.</param>
/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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public int GetClosestBeatDivisor ( double time , double? referenceTime = null )
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{
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TimingControlPoint timingPoint = TimingPointAt ( referenceTime ? ? time ) ;
int closestDivisor = 0 ;
double closestTime = double . MaxValue ;
foreach ( int divisor in BindableBeatDivisor . VALID_DIVISORS )
{
double distanceFromSnap = Math . Abs ( time - getClosestSnappedTime ( timingPoint , time , divisor ) ) ;
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if ( Precision . DefinitelyBigger ( closestTime , distanceFromSnap ) )
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{
closestDivisor = divisor ;
closestTime = distanceFromSnap ;
}
}
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return closestDivisor ;
}
private static double getClosestSnappedTime ( TimingControlPoint timingPoint , double time , int beatDivisor )
{
var beatLength = timingPoint . BeatLength / beatDivisor ;
var beatLengths = ( int ) Math . Round ( ( time - timingPoint . Time ) / beatLength , MidpointRounding . AwayFromZero ) ;
return timingPoint . Time + beatLengths * beatLength ;
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}
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/// <summary>
/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// Includes logic for returning a specific point when no matching point is found.
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/// </summary>
/// <param name="list">The list to search.</param>
/// <param name="time">The time to find the control point at.</param>
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/// <param name="fallback">The control point to use when <paramref name="time"/> is before any control points.</param>
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/// <returns>The active control point at <paramref name="time"/>, or a fallback <see cref="ControlPoint"/> if none found.</returns>
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private T binarySearchWithFallback < T > ( IReadOnlyList < T > list , double time , T fallback )
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where T : ControlPoint
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{
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return binarySearch ( list , time ) ? ? fallback ;
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}
/// <summary>
/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
/// </summary>
/// <param name="list">The list to search.</param>
/// <param name="time">The time to find the control point at.</param>
/// <returns>The active control point at <paramref name="time"/>.</returns>
private T binarySearch < T > ( IReadOnlyList < T > list , double time )
where T : ControlPoint
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{
if ( list = = null )
throw new ArgumentNullException ( nameof ( list ) ) ;
if ( list . Count = = 0 )
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return null ;
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if ( time < list [ 0 ] . Time )
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return null ;
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if ( time > = list [ ^ 1 ] . Time )
return list [ ^ 1 ] ;
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int l = 0 ;
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int r = list . Count - 2 ;
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while ( l < = r )
{
int pivot = l + ( ( r - l ) > > 1 ) ;
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if ( list [ pivot ] . Time < time )
l = pivot + 1 ;
else if ( list [ pivot ] . Time > time )
r = pivot - 1 ;
else
return list [ pivot ] ;
}
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// l will be the first control point with Time > time, but we want the one before it
return list [ l - 1 ] ;
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}
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/// <summary>
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/// Check whether <paramref name="newPoint"/> should be added.
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/// </summary>
/// <param name="time">The time to find the timing control point at.</param>
/// <param name="newPoint">A point to be added.</param>
/// <returns>Whether the new point should be added.</returns>
private bool checkAlreadyExisting ( double time , ControlPoint newPoint )
{
ControlPoint existing = null ;
switch ( newPoint )
{
case TimingControlPoint _ :
// Timing points are a special case and need to be added regardless of fallback availability.
existing = binarySearch ( TimingPoints , time ) ;
break ;
case EffectControlPoint _ :
existing = EffectPointAt ( time ) ;
break ;
case SampleControlPoint _ :
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existing = binarySearch ( SamplePoints , time ) ;
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break ;
case DifficultyControlPoint _ :
existing = DifficultyPointAt ( time ) ;
break ;
}
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return newPoint ? . IsRedundant ( existing ) = = true ;
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}
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private void groupItemAdded ( ControlPoint controlPoint )
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{
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switch ( controlPoint )
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{
case TimingControlPoint typed :
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timingPoints . Add ( typed ) ;
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break ;
case EffectControlPoint typed :
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effectPoints . Add ( typed ) ;
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break ;
case SampleControlPoint typed :
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samplePoints . Add ( typed ) ;
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break ;
case DifficultyControlPoint typed :
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difficultyPoints . Add ( typed ) ;
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break ;
}
}
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private void groupItemRemoved ( ControlPoint controlPoint )
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{
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switch ( controlPoint )
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{
case TimingControlPoint typed :
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timingPoints . Remove ( typed ) ;
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break ;
case EffectControlPoint typed :
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effectPoints . Remove ( typed ) ;
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break ;
case SampleControlPoint typed :
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samplePoints . Remove ( typed ) ;
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break ;
case DifficultyControlPoint typed :
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difficultyPoints . Remove ( typed ) ;
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break ;
}
}
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public ControlPointInfo CreateCopy ( )
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{
var controlPointInfo = new ControlPointInfo ( ) ;
foreach ( var point in AllControlPoints )
controlPointInfo . Add ( point . Time , point . CreateCopy ( ) ) ;
return controlPointInfo ;
}
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}
}