osu/osu.Game/Beatmaps/Legacy/LegacyControlPointInfo.cs

102 lines
3.7 KiB
C#

// 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.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Lists;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Beatmaps.Legacy
{
public class LegacyControlPointInfo : ControlPointInfo
{
/// <summary>
/// All sound points.
/// </summary>
[JsonProperty]
public IReadOnlyList<SampleControlPoint> SamplePoints => samplePoints;
private readonly SortedList<SampleControlPoint> samplePoints = new SortedList<SampleControlPoint>(Comparer<SampleControlPoint>.Default);
/// <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>
public SampleControlPoint SamplePointAt(double time) => BinarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : SampleControlPoint.DEFAULT);
/// <summary>
/// All difficulty points.
/// </summary>
[JsonProperty]
public IReadOnlyList<DifficultyControlPoint> DifficultyPoints => difficultyPoints;
private readonly SortedList<DifficultyControlPoint> difficultyPoints = new SortedList<DifficultyControlPoint>(Comparer<DifficultyControlPoint>.Default);
/// <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>
public DifficultyControlPoint DifficultyPointAt(double time) => BinarySearchWithFallback(DifficultyPoints, time, DifficultyControlPoint.DEFAULT);
public override void Clear()
{
base.Clear();
samplePoints.Clear();
difficultyPoints.Clear();
}
protected override bool CheckAlreadyExisting(double time, ControlPoint newPoint)
{
switch (newPoint)
{
case SampleControlPoint:
// intentionally don't use SamplePointAt (we always need to consider the first sample point).
var existing = BinarySearch(SamplePoints, time);
return newPoint.IsRedundant(existing);
case DifficultyControlPoint:
return newPoint.IsRedundant(DifficultyPointAt(time));
default:
return base.CheckAlreadyExisting(time, newPoint);
}
}
protected override void GroupItemAdded(ControlPoint controlPoint)
{
switch (controlPoint)
{
case SampleControlPoint typed:
samplePoints.Add(typed);
return;
case DifficultyControlPoint typed:
difficultyPoints.Add(typed);
return;
default:
base.GroupItemAdded(controlPoint);
break;
}
}
protected override void GroupItemRemoved(ControlPoint controlPoint)
{
switch (controlPoint)
{
case SampleControlPoint typed:
samplePoints.Remove(typed);
break;
case DifficultyControlPoint typed:
difficultyPoints.Remove(typed);
break;
}
base.GroupItemRemoved(controlPoint);
}
}
}