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

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C#
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Visualisers;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
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/// <summary>
/// The duration required to scroll through one length of the <see cref="ScrollingHitObjectContainer"/> before any control point adjustments.
/// </summary>
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
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/// <summary>
/// The control points that adjust the scrolling speed.
/// </summary>
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
private readonly ScrollingDirection direction;
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private Cached initialStateCache = new Cached();
public ScrollingHitObjectContainer(ScrollingDirection direction)
{
this.direction = direction;
RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += v => initialStateCache.Invalidate();
}
private ISpeedChangeVisualiser speedChangeVisualiser;
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
{
case SpeedChangeVisualisationMethod.Sequential:
speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Overlapping:
speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
break;
}
}
public override void Add(DrawableHitObject hitObject)
{
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initialStateCache.Invalidate();
base.Add(hitObject);
}
public override bool Remove(DrawableHitObject hitObject)
{
var result = base.Remove(hitObject);
if (result)
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initialStateCache.Invalidate();
return result;
}
public void AddControlPoint(MultiplierControlPoint controlPoint)
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{
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ControlPoints.Add(controlPoint);
initialStateCache.Invalidate();
}
public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
{
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var result = ControlPoints.Remove(controlPoint);
if (result)
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initialStateCache.Invalidate();
return result;
}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
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initialStateCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
}
protected override void Update()
{
base.Update();
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if (initialStateCache.IsValid)
return;
speedChangeVisualiser.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
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initialStateCache.Validate();
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}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
}
}
}