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https://github.com/ppy/osu
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f13ca28d5e
Closes https://github.com/ppy/osu/issues/28369.
The reporter of the issue was incorrect; it's not the beat snap grid
that is causing the problem, it's something far stupider than that.
When the current selection changes,
`EditorSelectionHandler.UpdateTernaryStates()` is supposed to update the
state of ternary bindables to reflect the reality of the current
selection. This in turn will fire bindable change callbacks for said
ternary toggles, which heavily use `EditorBeatmap.PerformOnSelection()`.
The thing about that method is that it will attempt to check whether any
changes were actually made to avoid producing empty undo states, *but*
to do this, it must *serialise out the entire beatmap to a stream* and
then *binary equality check that* to determine whether any changes were
actually made:
7b14c77e43/osu.Game/Screens/Edit/EditorChangeHandler.cs (L65-L69)
As goes without saying, this is very expensive and unnecessary, which
leads to stuff like keeping a selection box active while a taiko beatmap
is playing under it dog slow. So to attempt to mitigate that, add
precondition checks to every single ternary callback of this sort to
avoid this serialisation overhead.
And yes, those precondition checks use linq, and that is *still* faster
than not having them.
109 lines
3.7 KiB
C#
109 lines
3.7 KiB
C#
// 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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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public partial class TaikoSelectionHandler : EditorSelectionHandler
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{
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private readonly Bindable<TernaryState> selectionRimState = new Bindable<TernaryState>();
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private readonly Bindable<TernaryState> selectionStrongState = new Bindable<TernaryState>();
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[BackgroundDependencyLoader]
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private void load()
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{
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selectionStrongState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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SetStrongState(false);
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break;
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case TernaryState.True:
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SetStrongState(true);
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break;
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}
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};
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selectionRimState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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SetRimState(false);
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break;
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case TernaryState.True:
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SetRimState(true);
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break;
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}
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};
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}
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public void SetStrongState(bool state)
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{
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if (SelectedItems.OfType<Hit>().All(h => h.IsStrong == state))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (!(h is Hit taikoHit)) return;
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if (taikoHit.IsStrong != state)
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{
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taikoHit.IsStrong = state;
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EditorBeatmap.Update(taikoHit);
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}
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});
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}
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public void SetRimState(bool state)
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{
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if (SelectedItems.OfType<Hit>().All(h => h.Type == (state ? HitType.Rim : HitType.Centre)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (h is Hit taikoHit)
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{
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taikoHit.Type = state ? HitType.Rim : HitType.Centre;
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EditorBeatmap.Update(h);
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}
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});
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}
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
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{
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if (selection.All(s => s.Item is Hit))
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yield return new TernaryStateToggleMenuItem("Rim") { State = { BindTarget = selectionRimState } };
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if (selection.All(s => s.Item is TaikoHitObject))
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yield return new TernaryStateToggleMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
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foreach (var item in base.GetContextMenuItemsForSelection(selection))
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yield return item;
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}
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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protected override void UpdateTernaryStates()
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{
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base.UpdateTernaryStates();
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selectionRimState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<Hit>(), h => h.Type == HitType.Rim);
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selectionStrongState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<TaikoStrongableHitObject>(), h => h.IsStrong);
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}
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}
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}
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