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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System ;
using System.Collections.Generic ;
using System.Linq ;
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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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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of <see cref="SpeedAdjustmentContainer"/>s.
///
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/// <para>
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/// This container redirects any <see cref="DrawableHitObject"/>'s added to it to the <see cref="SpeedAdjustmentContainer"/>
/// which provides the speed adjustment active at the start time of the hit object. Furthermore, this container provides the
/// necessary <see cref="VisibleTimeRange"/> for the contained <see cref="SpeedAdjustmentContainer"/>s.
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/// </para>
/// </summary>
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public class SpeedAdjustmentCollection : Container < SpeedAdjustmentContainer >
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble ( ) ;
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public Bindable < double > VisibleTimeRange
{
get { return visibleTimeRange ; }
set { visibleTimeRange . BindTo ( value ) ; }
}
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protected override IComparer < Drawable > DepthComparer = > new SpeedAdjustmentContainerReverseStartTimeComparer ( ) ;
/// <summary>
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/// Hit objects that are to be re-processed on the next update.
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/// </summary>
private readonly Queue < DrawableHitObject > queuedHitObjects = new Queue < DrawableHitObject > ( ) ;
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private readonly Axes scrollingAxes ;
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentCollection"/>.
/// </summary>
/// <param name="scrollingAxes">The axes upon which hit objects should appear to scroll inside this container.</param>
public SpeedAdjustmentCollection ( Axes scrollingAxes )
{
this . scrollingAxes = scrollingAxes ;
}
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public override void Add ( SpeedAdjustmentContainer speedAdjustment )
{
speedAdjustment . VisibleTimeRange . BindTo ( VisibleTimeRange ) ;
speedAdjustment . ScrollingAxes = scrollingAxes ;
base . Add ( speedAdjustment ) ;
}
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/// <summary>
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/// Adds a hit object to this <see cref="SpeedAdjustmentCollection"/>. The hit objects will be kept in a queue
/// and will be processed when new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="SpeedAdjustmentCollection"/>.
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/// </summary>
/// <param name="hitObject">The hit object to add.</param>
public void Add ( DrawableHitObject hitObject )
{
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if ( ! ( hitObject is IScrollingHitObject ) )
throw new InvalidOperationException ( $"Hit objects added to a {nameof(SpeedAdjustmentCollection)} must implement {nameof(IScrollingHitObject)}." ) ;
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queuedHitObjects . Enqueue ( hitObject ) ;
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}
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protected override void Update ( )
{
base . Update ( ) ;
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// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
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// An external count is kept because hit objects that can't be added are re-queued
int count = queuedHitObjects . Count ;
while ( count - - > 0 )
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{
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var hitObject = queuedHitObjects . Dequeue ( ) ;
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var target = adjustmentContainerFor ( hitObject ) ;
if ( target = = null )
{
// We can't add this hit object to a speed adjustment container yet, so re-queue it
// for re-processing when the layout next invalidated
queuedHitObjects . Enqueue ( hitObject ) ;
continue ;
}
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if ( hitObject . RelativePositionAxes ! = target . ScrollingAxes )
throw new InvalidOperationException ( $"Make sure to set all {nameof(DrawableHitObject)}'s {nameof(RelativePositionAxes)} are equal to the correct axes of scrolling ({target.ScrollingAxes})." ) ;
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target . Add ( hitObject ) ;
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}
}
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/// <summary>
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/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
/// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object,
/// then the first (time-wise) speed adjustment is returned.
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/// </summary>
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/// <param name="hitObject">The hit object to find the active <see cref="SpeedAdjustmentContainer"/> for.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="hitObject"/>'s start time. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerFor ( DrawableHitObject hitObject ) = > Children . FirstOrDefault ( c = > c . CanContain ( hitObject ) ) ? ? Children . LastOrDefault ( ) ;
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/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at a time.
/// If there is no <see cref="SpeedAdjustmentContainer"/> active at the time, then the first (time-wise) speed adjustment is returned.
/// </summary>
/// <param name="time">The time to find the active <see cref="SpeedAdjustmentContainer"/> at.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="time"/>. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerAt ( double time ) = > Children . FirstOrDefault ( c = > c . CanContain ( time ) ) ? ? Children . LastOrDefault ( ) ;
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/// <summary>
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/// Compares two speed adjustment containers by their control point start time, falling back to creation order
// if their control point start time is equal. This will compare the two speed adjustment containers in reverse order.
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/// </summary>
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private class SpeedAdjustmentContainerReverseStartTimeComparer : ReverseCreationOrderDepthComparer
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{
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public override int Compare ( Drawable x , Drawable y )
{
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var speedAdjustmentX = x as SpeedAdjustmentContainer ;
var speedAdjustmentY = y as SpeedAdjustmentContainer ;
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// If either of the two drawables are not hit objects, fall back to the base comparer
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if ( speedAdjustmentX ? . ControlPoint = = null | | speedAdjustmentY ? . ControlPoint = = null )
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return base . Compare ( x , y ) ;
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// Compare by start time
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int i = speedAdjustmentY . ControlPoint . StartTime . CompareTo ( speedAdjustmentX . ControlPoint . StartTime ) ;
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return i ! = 0 ? i : base . Compare ( x , y ) ;
}
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}
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}
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}