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osu-lazer/osu.Game.Rulesets.Mania/Timing/ControlPointContainer.cs

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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;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
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using osu.Game.Beatmaps.Timing;
using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Mania.Timing
{
/// <summary>
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/// A container in which added drawables are put into a relative coordinate space spanned by a length of time.
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/// <para>
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/// This container contains <see cref="ControlPoint"/>s which scroll inside this container.
/// Drawables added to this container are moved inside the relevant <see cref="ControlPoint"/>,
/// and as such, will scroll along with the <see cref="ControlPoint"/>s.
/// </para>
/// </summary>
public class ControlPointContainer : Container<Drawable>
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{
/// <summary>
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/// The amount of time which this container spans.
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/// </summary>
public double TimeSpan { get; set; }
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private readonly List<DrawableControlPoint> drawableControlPoints = new List<DrawableControlPoint>();
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public ControlPointContainer(IEnumerable<TimingChange> timingChanges)
{
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drawableControlPoints = timingChanges.Select(t => new DrawableControlPoint(t)).ToList();
Children = drawableControlPoints;
}
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/// <summary>
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/// Adds a drawable to this container. Note that the drawable added must have its Y-position be
/// an absolute unit of time that is _not_ relative to <see cref="TimeSpan"/>.
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/// </summary>
/// <param name="drawable">The drawable to add.</param>
public override void Add(Drawable drawable)
{
// Always add timing sections to ourselves
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if (drawable is DrawableControlPoint)
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{
base.Add(drawable);
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return;
}
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var controlPoint = drawableControlPoints.LastOrDefault(t => t.CanContain(drawable)) ?? drawableControlPoints.FirstOrDefault();
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if (controlPoint == null)
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throw new InvalidOperationException("Could not find suitable timing section to add object to.");
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controlPoint.Add(drawable);
}
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/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
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/// The content of this container will scroll relative to the current time.
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/// </para>
/// </summary>
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private class DrawableControlPoint : Container
{
private readonly TimingChange timingChange;
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protected override Container<Drawable> Content => content;
private readonly Container content;
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/// <summary>
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/// Creates a drawable control point. The height of this container will be proportional
/// to the beat length of the control point it is initialized with such that, e.g. a beat length
/// of 500ms results in this container being twice as high as its parent, which further means that
/// the content container will scroll at twice the normal rate.
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/// </summary>
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/// <param name="timingChange">The control point to create the drawable control point for.</param>
public DrawableControlPoint(TimingChange timingChange)
{
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this.timingChange = timingChange;
RelativeSizeAxes = Axes.Both;
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AddInternal(content = new AutoTimeRelativeContainer
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Y = (float)timingChange.Time
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});
}
protected override void Update()
{
var parent = (ControlPointContainer)Parent;
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// Adjust our height to account for the speed changes
Height = (float)(1000 / timingChange.BeatLength / timingChange.SpeedMultiplier);
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RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
// Scroll the content
content.Y = (float)(timingChange.Time - Time.Current);
}
public override void Add(Drawable drawable)
{
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// 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;
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base.Add(drawable);
}
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/// <summary>
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/// Whether this control point can contain a drawable. This control point can contain a drawable if the drawable is positioned "after" this control point.
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/// </summary>
/// <param name="drawable">The drawable to check.</param>
public bool CanContain(Drawable drawable) => content.Y <= drawable.Y;
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/// <summary>
/// A container which always keeps its height and relative coordinate space "auto-sized" to its children.
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/// <para>
/// This is used in the case where children are relatively positioned/sized to time values (e.g. notes/bar lines) to keep
/// such children wrapped inside a container, otherwise they would disappear due to container flattening.
/// </para>
/// </summary>
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private class AutoTimeRelativeContainer : Container
{
public override void InvalidateFromChild(Invalidation invalidation)
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{
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// 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;
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float height = Children.Select(child => child.Y + child.Height).Max();
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Height = height;
RelativeCoordinateSpace = new Vector2(1, height);
base.InvalidateFromChild(invalidation);
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}
}
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}
}
}