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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq ;
using osu.Framework.Caching ;
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using osu.Framework.Configuration ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
using osu.Game.Rulesets.Objects.Drawables ;
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using OpenTK ;
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using osu.Game.Rulesets.Objects.Types ;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A container that scrolls relative to the current time. Will autosize to the total duration of all contained hit objects along the scrolling axes.
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/// </summary>
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public abstract class ScrollingContainer : Container < DrawableHitObject >
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{
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// </summary>
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public readonly BindableDouble VisibleTimeRange = new BindableDouble { Default = 1000 } ;
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/// <summary>
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/// The axes through which this <see cref="ScrollingContainer"/> scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
internal Axes ScrollingAxes ;
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public override bool RemoveWhenNotAlive = > false ;
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/// <summary>
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/// The control point that defines the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
internal MultiplierControlPoint ControlPoint ;
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private Cached < double > durationBacking ;
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/// <summary>
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/// Creates a new <see cref="ScrollingContainer"/>.
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/// </summary>
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protected ScrollingContainer ( )
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{
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RelativeSizeAxes = Axes . Both ;
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RelativePositionAxes = Axes . Both ;
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}
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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 . RequiredParentSizeToFit ) = = 0 )
{
base . InvalidateFromChild ( invalidation ) ;
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return ;
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}
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durationBacking . Invalidate ( ) ;
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base . InvalidateFromChild ( invalidation ) ;
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}
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private double computeDuration ( )
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{
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if ( ! Children . Any ( ) )
return 0 ;
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double baseDuration = Children . Max ( c = > ( c . HitObject as IHasEndTime ) ? . EndTime ? ? c . HitObject . StartTime ) - ControlPoint . StartTime ;
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// If we have a singular hit object at the timing section's start time, let's set a sane default duration
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if ( baseDuration = = 0 )
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baseDuration = 1 ;
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// This container needs to resize such that it completely encloses the hit objects to avoid masking optimisations. This is done by converting the largest
// absolutely-sized element along the scrolling axes and adding a corresponding duration value. This introduces a bit of error, but will never under-estimate.ion.
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// Find the largest element that is absolutely-sized along ScrollingAxes
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float maxAbsoluteSize = Children . Select ( c = > ( ScrollingAxes & Axes . X ) > 0 ? c . DrawWidth : c . DrawHeight )
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. DefaultIfEmpty ( ) . Max ( ) ;
float ourAbsoluteSize = ( ScrollingAxes & Axes . X ) > 0 ? DrawWidth : DrawHeight ;
// Add the extra duration to account for the absolute size
baseDuration * = 1 + maxAbsoluteSize / ourAbsoluteSize ;
return baseDuration ;
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}
/// <summary>
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/// The maximum duration of any one hit object inside this <see cref="ScrollingContainer"/>. This is calculated as the maximum
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/// duration of all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// </summary>
public double Duration = > durationBacking . IsValid ? durationBacking : ( durationBacking . Value = computeDuration ( ) ) ;
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protected override void Update ( )
{
base . Update ( ) ;
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RelativeChildOffset = new Vector2 ( ( ScrollingAxes & Axes . X ) > 0 ? ( float ) ControlPoint . StartTime : 0 , ( ScrollingAxes & Axes . Y ) > 0 ? ( float ) ControlPoint . StartTime : 0 ) ;
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// We want our size and position-space along the scrolling axes to span our duration to completely enclose all the hit objects
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Size = new Vector2 ( ( ScrollingAxes & Axes . X ) > 0 ? ( float ) Duration : Size . X , ( ScrollingAxes & Axes . Y ) > 0 ? ( float ) Duration : Size . Y ) ;
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// And we need to make sure the hit object's position-space doesn't change due to our resizing
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RelativeChildSize = Size ;
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}
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}
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}