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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs

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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.Collections.Generic;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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/// <summary>
/// Hit objects which require lifetime computation in the next update call.
/// </summary>
private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
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/// <summary>
/// A set containing all <see cref="HitObjectContainer.AliveObjects"/> which have an up-to-date layout.
/// </summary>
private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
public ScrollingHitObjectContainer()
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{
RelativeSizeAxes = Axes.Both;
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AddLayout(layoutCache);
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}
[BackgroundDependencyLoader]
private void load()
{
direction.BindTo(scrollingInfo.Direction);
timeRange.BindTo(scrollingInfo.TimeRange);
direction.ValueChanged += _ => layoutCache.Invalidate();
timeRange.ValueChanged += _ => layoutCache.Invalidate();
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}
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public override void Clear(bool disposeChildren = true)
{
base.Clear(disposeChildren);
toComputeLifetime.Clear();
layoutComputed.Clear();
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}
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/// <summary>
/// Given a position in screen space, return the time within this column.
/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
float position = 0;
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
position = localPosition.Y;
break;
case ScrollingDirection.Right:
case ScrollingDirection.Left:
position = localPosition.X;
break;
}
flipPositionIfRequired(ref position);
return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength());
}
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/// <summary>
/// Given a time, return the screen space position within this column.
/// </summary>
public Vector2 ScreenSpacePositionAtTime(double time)
{
var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
flipPositionIfRequired(ref pos);
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
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return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
default:
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return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
}
}
private float getLength()
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Left:
case ScrollingDirection.Right:
return DrawWidth;
default:
return DrawHeight;
}
}
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private float getBreadth()
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
return DrawWidth;
default:
return DrawHeight;
}
}
private void flipPositionIfRequired(ref float position)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Down:
position = DrawHeight - position;
break;
case ScrollingDirection.Right:
position = DrawWidth - position;
break;
}
}
protected override void OnAdd(DrawableHitObject drawableHitObject) => onAddRecursive(drawableHitObject);
protected override void OnRemove(DrawableHitObject drawableHitObject) => onRemoveRecursive(drawableHitObject);
private void onAddRecursive(DrawableHitObject hitObject)
{
invalidateHitObject(hitObject);
hitObject.DefaultsApplied += invalidateHitObject;
foreach (var nested in hitObject.NestedHitObjects)
onAddRecursive(nested);
}
private void onRemoveRecursive(DrawableHitObject hitObject)
{
toComputeLifetime.Remove(hitObject);
layoutComputed.Remove(hitObject);
hitObject.DefaultsApplied -= invalidateHitObject;
foreach (var nested in hitObject.NestedHitObjects)
onRemoveRecursive(nested);
}
/// <summary>
/// Make this <see cref="DrawableHitObject"/> lifetime and layout computed in next update.
/// </summary>
private void invalidateHitObject(DrawableHitObject hitObject)
{
// Lifetime computation is delayed until next update because
// when the hit object is not pooled this container is not loaded here and `scrollLength` cannot be computed.
toComputeLifetime.Add(hitObject);
layoutComputed.Remove(hitObject);
}
private float scrollLength;
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protected override void Update()
{
base.Update();
if (!layoutCache.IsValid)
{
toComputeLifetime.Clear();
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foreach (var hitObject in Objects)
{
if (hitObject.HitObject != null)
toComputeLifetime.Add(hitObject);
}
layoutComputed.Clear();
scrollingInfo.Algorithm.Reset();
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switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
scrollLength = DrawSize.Y;
break;
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default:
scrollLength = DrawSize.X;
break;
}
layoutCache.Validate();
}
foreach (var hitObject in toComputeLifetime)
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
toComputeLifetime.Clear();
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
// We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes
// to prevent hit objects displayed in a wrong position for one frame.
// Only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes).
foreach (var obj in AliveObjects)
{
updatePosition(obj, Time.Current);
if (layoutComputed.Contains(obj))
continue;
updateLayoutRecursive(obj);
layoutComputed.Add(obj);
}
}
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
{
float originAdjustment = 0.0f;
// calculate the dimension of the part of the hitobject that should already be visible
// when the hitobject origin first appears inside the scrolling container
switch (direction.Value)
{
case ScrollingDirection.Up:
originAdjustment = hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Down:
originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Left:
originAdjustment = hitObject.OriginPosition.X;
break;
case ScrollingDirection.Right:
originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
break;
}
Fix lifetime calculation in overlapping algorithm Changes to lifetime calculation in scrolling rulesets introduced in #7367, which aimed to account for the distance between hit objects' origin and its edge entering the scrolling area, fixed some issues with hitobjects appearing abruptly, but also regressed some other scenarios. Upon investigation, the regression was localised to the overlapping scroll algorithm. The reason for this was two-fold: * The previous code used TimeAt() to calculate the time of travel from the hit object's edge to its origin. For other algorithms, that time can be accurately reconstructed, because they don't have periods of time where there are multiple hit objects scrolling at different velocities. That invariant does not hold for the overlapping algorithm, therefore it is possible for different values to be technically correct for TimeAt(). However, the only value that matters for the adjustment is the one that's indicated by the control point that applies to the hit object origin, which can be uniquely identified. * Additionally, the offset returned (even if correct) was applied externally to the hit object's start time and passed to GetDisplayStartTime(). In the overlapping algorithm, the choice of control point used in GetDisplayStartTime() is important, since the value of the speed multiplier is read within. Externally rewinding the hit object's start time meant that in some cases the speed multiplier of the *previous* control point is applied, which led to hit objects appearing too late if the scrolling rate decreased. Because of the above, modify GetDisplayStartTime() to take the offset into account in all algorithms, and apply the adjustment correctly inside of them. The constant and sequential algorithms needed no adjustment from the previous logic, since: * the constant algorithm disregarded control points, and * the sequential algorithm would effectively rewind to time = 0, calculate the absolute distance from time = 0 to the hit object start, apply the origin offset *to the absolute distance*, and then convert back to time, applying all control points in sequence. Due to this it was impossible for control points to get mixed up while calculating. As for the overlapping algorithm, the high-level logic is as follows: * The distance that the origin has to travel is the length of the scroll plus the distance from the origin to the object edge. * The above distance divided by the scroll length gives the relative scroll lengths that the object has to travel. * As one relative scroll length takes one time range, the relative travel length multiplied by the time range gives the absolute travel time of the object origin. * Finally, the control point multiplier applicable at origin time is applied to the whole travel time. Correctness of the above is demonstrated by visual tests added before and headless unit tests of the algorithms themselves. The sequential scroll algorithm was not covered by unit tests, and remains uncovered due to floating-point inaccuracies that should be addressed separately.
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
}
private void updateLayoutRecursive(DrawableHitObject hitObject)
{
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if (hitObject.HitObject is IHasDuration e)
{
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switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
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case ScrollingDirection.Left:
case ScrollingDirection.Right:
hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
}
}
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foreach (var obj in hitObject.NestedHitObjects)
{
updateLayoutRecursive(obj);
// Nested hitobjects don't need to scroll, but they do need accurate positions
updatePosition(obj, hitObject.HitObject.StartTime);
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}
}
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
{
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switch (direction.Value)
{
case ScrollingDirection.Up:
hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
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case ScrollingDirection.Down:
hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
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case ScrollingDirection.Left:
hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
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case ScrollingDirection.Right:
hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
}
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}
}
}