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

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Layout;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
/// <summary>
/// Whether the scrolling direction is horizontal or vertical.
/// </summary>
private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical;
/// <summary>
/// Whether the scrolling direction is the positive-to-negative direction in the local coordinate.
/// </summary>
private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right;
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/// <summary>
/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
public ScrollingHitObjectContainer()
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{
RelativeSizeAxes = Axes.Both;
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AddLayout(layoutCache);
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}
[BackgroundDependencyLoader]
private void load()
{
direction.BindTo(scrollingInfo.Direction);
timeRange.BindTo(scrollingInfo.TimeRange);
direction.ValueChanged += _ => layoutCache.Invalidate();
timeRange.ValueChanged += _ => layoutCache.Invalidate();
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}
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/// <summary>
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/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding the position.
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/// </summary>
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/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
public double TimeAtPosition(float localPosition, double currentTime)
{
float scrollPosition = axisInverted ? scrollLength - localPosition : localPosition;
return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
}
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/// <summary>
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/// Given a position at the current time in screen space, return the time of the object corresponding the position.
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/// </summary>
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/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
return TimeAtPosition(scrollingAxis == Direction.Horizontal ? localPosition.X : localPosition.Y, Time.Current);
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
/// </summary>
public float PositionAtTime(double time, double currentTime)
{
float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
return axisInverted ? scrollLength - scrollPosition : scrollPosition;
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
/// </summary>
public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
/// <summary>
/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
/// </summary>
public Vector2 ScreenSpacePositionAtTime(double time)
{
float localPosition = PositionAtTime(time, Time.Current);
return scrollingAxis == Direction.Horizontal
? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
}
/// <summary>
/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
/// </summary>
public float LengthAtTime(double startTime, double endTime)
{
return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
}
private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
{
base.AddDrawable(entry, drawable);
invalidateHitObject(drawable);
drawable.DefaultsApplied += invalidateHitObject;
}
protected override void RemoveDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
{
base.RemoveDrawable(entry, drawable);
drawable.DefaultsApplied -= invalidateHitObject;
layoutComputed.Remove(drawable);
}
private void invalidateHitObject(DrawableHitObject hitObject)
{
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
layoutComputed.Remove(hitObject);
}
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protected override void Update()
{
base.Update();
if (layoutCache.IsValid) return;
layoutComputed.Clear();
// Reset lifetime to the conservative estimation.
// If a drawable becomes alive by this lifetime, its lifetime will be updated to a more precise lifetime in the next update.
foreach (var entry in Entries)
entry.SetInitialLifetime();
scrollingInfo.Algorithm.Reset();
layoutCache.Validate();
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
// We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes
// to prevent hit objects displayed in a wrong position for one frame.
// Only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes).
foreach (var obj in AliveObjects)
{
updatePosition(obj, Time.Current);
if (layoutComputed.Contains(obj))
continue;
updateLayoutRecursive(obj);
layoutComputed.Add(obj);
}
}
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
{
// Origin position may be relative to the parent size
Debug.Assert(hitObject.Parent != null);
float originAdjustment = 0.0f;
// calculate the dimension of the part of the hitobject that should already be visible
// when the hitobject origin first appears inside the scrolling container
switch (direction.Value)
{
case ScrollingDirection.Up:
originAdjustment = hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Down:
originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Left:
originAdjustment = hitObject.OriginPosition.X;
break;
case ScrollingDirection.Right:
originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
break;
}
return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
}
private void updateLayoutRecursive(DrawableHitObject hitObject)
{
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if (hitObject.HitObject is IHasDuration e)
{
float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
if (scrollingAxis == Direction.Horizontal)
hitObject.Width = length;
else
hitObject.Height = length;
}
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foreach (var obj in hitObject.NestedHitObjects)
{
updateLayoutRecursive(obj);
// Nested hitobjects don't need to scroll, but they do need accurate positions
updatePosition(obj, hitObject.HitObject.StartTime);
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}
}
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
{
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
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// The position returned from `PositionAtTime` is assuming the `TopLeft` anchor.
// A correction is needed because the hit objects are using a different anchor for each direction (e.g. `BottomCentre` for `Bottom` direction).
float anchorCorrection = axisInverted ? scrollLength : 0;
if (scrollingAxis == Direction.Horizontal)
hitObject.X = position - anchorCorrection;
else
hitObject.Y = position - anchorCorrection;
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}
}
}