mirror of https://github.com/ppy/osu
102 lines
3.7 KiB
C#
102 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 Newtonsoft.Json;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Beatmaps.Legacy
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{
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public class LegacyControlPointInfo : ControlPointInfo
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{
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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 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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/// Finds the sound control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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public SampleControlPoint SamplePointAt(double time) => BinarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : SampleControlPoint.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 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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/// Finds the difficulty control point that is active at <paramref name="time"/>.
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/// </summary>
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/// <param name="time">The time to find the difficulty control point at.</param>
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/// <returns>The difficulty control point.</returns>
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public DifficultyControlPoint DifficultyPointAt(double time) => BinarySearchWithFallback(DifficultyPoints, time, DifficultyControlPoint.DEFAULT);
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public override void Clear()
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{
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base.Clear();
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samplePoints.Clear();
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difficultyPoints.Clear();
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}
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protected override bool CheckAlreadyExisting(double time, ControlPoint newPoint)
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{
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switch (newPoint)
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{
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case SampleControlPoint:
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// intentionally don't use SamplePointAt (we always need to consider the first sample point).
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var existing = BinarySearch(SamplePoints, time);
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return newPoint.IsRedundant(existing);
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case DifficultyControlPoint:
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return newPoint.IsRedundant(DifficultyPointAt(time));
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default:
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return base.CheckAlreadyExisting(time, newPoint);
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}
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}
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protected override void GroupItemAdded(ControlPoint controlPoint)
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{
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switch (controlPoint)
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{
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case SampleControlPoint typed:
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samplePoints.Add(typed);
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return;
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case DifficultyControlPoint typed:
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difficultyPoints.Add(typed);
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return;
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default:
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base.GroupItemAdded(controlPoint);
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break;
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}
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}
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protected override void GroupItemRemoved(ControlPoint controlPoint)
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{
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switch (controlPoint)
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{
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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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base.GroupItemRemoved(controlPoint);
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}
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}
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}
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