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

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C#
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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;
namespace osu.Game.Rulesets.Mania.Timing
{
/// <summary>
/// A container in which the Y-relative coordinate space is spanned by a length of time.
/// <para>
/// This container contains <see cref="TimingSection"/>s which scroll inside this container.
/// Drawables added to this container are moved inside the relevant <see cref="TimingSection"/>,
/// and as such, will scroll along with the <see cref="TimingSection"/>s.
/// </para>
/// </summary>
public class TimeRelativeContainer : Container<Drawable>
{
/// <summary>
/// The amount of time which the height of this container spans.
/// </summary>
public double TimeSpan
{
get { return RelativeCoordinateSpace.Y; }
set { RelativeCoordinateSpace = new Vector2(1, (float)value); }
}
public TimeRelativeContainer(IEnumerable<TimingSection> timingSections)
{
Children = timingSections.Select(t => new DrawableTimingSection(t));
}
/// <summary>
/// Adds a drawable to this container. Note that the drawable added must have a
/// Y-position as a time relative to this container.
/// </summary>
/// <param name="drawable">The drawable to add.</param>
public override void Add(Drawable drawable)
{
// Always add timing sections to ourselves
if (drawable is DrawableTimingSection)
{
base.Add(drawable);
return;
}
var section = (Children.LastOrDefault(t => t.Y >= drawable.Y) ?? Children.First()) as DrawableTimingSection;
if (section == null)
throw new Exception("Could not find suitable timing section to add object to.");
section.Add(drawable);
}
/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
/// Scrolls relative to the current time.
/// </para>
/// </summary>
private class DrawableTimingSection : Container
{
private readonly TimingSection section;
public DrawableTimingSection(TimingSection section)
{
this.section = section;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
RelativePositionAxes = Axes.Y;
Y = -(float)section.StartTime;
RelativeSizeAxes = Axes.Both;
Height = (float)section.Duration;
RelativeCoordinateSpace = new Vector2(1, Height);
}
protected override void Update()
{
Y = (float)(Time.Current - section.StartTime);
}
public override void Add(Drawable drawable)
{
// The previously relatively-positioned drawable will now become relative to us, but since the drawable has no knowledge of us,
// we need to offset it back by our position so that it becomes correctly relatively-positioned to us
// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing section
// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
drawable.Y -= Y;
base.Add(drawable);
}
}
}
}