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Add beat snap grid to osu!taiko editor #25154

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merged 11 commits into from
Oct 19, 2023
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@peppy peppy commented Oct 17, 2023

Addresses #25150.

I did notice a performance issue when selecting all objects in a beatmap:

CleanShot 2023-10-17 at 08 09 19

But it's not a regression in this PR, and it's not that bad (non-crippling performance, just a stutter while 2.5k barlines are created).


CleanShot.2023-10-17.at.07.57.54.mp4

osu.Game/Rulesets/Edit/HitObjectComposer.cs Show resolved Hide resolved
Comment on lines +126 to +127
if (DrawableRuleset is IDrawableScrollingRuleset scrollingRuleset)
dependencies.CacheAs(scrollingRuleset.ScrollingInfo);
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This is another example: if you have to use soft casts to subclasses in the base class, then that's a strong sign that maybe the logic should live in the subclass to begin with.

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Or that we shouldn't have subclasses in the first place and should use this pattern more often, I dunno. Hierarchy has been pretty restrictive in these kinds of usages.

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I'm gonna look away from this one for the time being because I kind of want to try and switch the scrolling stuff to composition too at some point. And it's not even precedent (see FindSnappedPositionAndTime()).

@bdach bdach enabled auto-merge October 19, 2023 18:55
@bdach bdach merged commit cd3ff2b into ppy:master Oct 19, 2023
@peppy peppy deleted the taiko-beat-snap-grid branch October 20, 2023 05:00
bdach added a commit to bdach/osu that referenced this pull request Oct 26, 2023
Regressed in ppy#25154.
Specifically, in 013b5fa
and 74b8634.

A simple case of too-much-code-deleted-itis.
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2 participants