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osu-lazer/osu.Game.Rulesets.Mania/Timing/Drawables/DrawableTimingChange.cs

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C#
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using System.Collections.Generic;
using System.Linq;
using OpenTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Timing.Drawables
{
public abstract class DrawableTimingChange : Container<DrawableHitObject>
{
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public readonly TimingChange TimingChange;
protected override Container<DrawableHitObject> Content => content;
private readonly Container<DrawableHitObject> content;
public DrawableTimingChange(TimingChange timingChange)
{
TimingChange = timingChange;
RelativeSizeAxes = Axes.Both;
AddInternal(content = new RelativeCoordinateAutoSizingContainer
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Y = (float)timingChange.Time
});
}
protected override void Update()
{
var parent = (TimingChangeContainer)Parent;
// Adjust our height to account for the speed changes
Height = (float)(1000 / TimingChange.BeatLength / TimingChange.SpeedMultiplier);
RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
}
public override void Add(DrawableHitObject drawable)
{
// The previously relatively-positioned drawable will now become relative to content, but since the drawable has no knowledge of content,
// we need to offset it back by content's position position so that it becomes correctly relatively-positioned to content
// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing change
// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
drawable.Y -= (float)TimingChange.Time;
base.Add(drawable);
}
/// <summary>
/// Whether this timing change can contain a drawable. This is true if the drawable occurs "after" after this timing change.
/// </summary>
public bool CanContain(DrawableHitObject hitObject) => TimingChange.Time <= hitObject.HitObject.StartTime;
private class RelativeCoordinateAutoSizingContainer : Container<DrawableHitObject>
{
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
public override void InvalidateFromChild(Invalidation invalidation)
{
// We only want to re-compute our size when a child's size or position has changed
if ((invalidation & Invalidation.Geometry) == 0)
{
base.InvalidateFromChild(invalidation);
return;
}
if (!Children.Any())
return;
float height = Children.Select(child => child.Y + child.Height).Max();
Height = height;
RelativeCoordinateSpace = new Vector2(1, height);
base.InvalidateFromChild(invalidation);
}
}
}
}