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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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#nullable disable
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Layout;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public partial class ScrollingHitObjectContainer : HitObjectContainer
{
private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly IBindable<IScrollAlgorithm> algorithm = new Bindable<IScrollAlgorithm>();
/// <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>
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/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
/// </summary>
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/// <example>
/// <see cref="ScrollingDirection.Down"/> is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future,
/// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position.
/// </example>
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()
{
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);
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algorithm.BindTo(scrollingInfo.Algorithm);
direction.ValueChanged += _ => layoutCache.Invalidate();
timeRange.ValueChanged += _ => layoutCache.Invalidate();
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algorithm.ValueChanged += _ => layoutCache.Invalidate();
}
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/// <summary>
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/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to 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 ? -localPosition : localPosition;
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return algorithm.Value.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 pos = ToLocalSpace(screenSpacePosition);
float localPosition = scrollingAxis == Direction.Horizontal ? pos.X : pos.Y;
localPosition -= axisInverted ? scrollLength : 0;
return TimeAtPosition(localPosition, 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, double? originTime = null)
{
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float scrollPosition = algorithm.Value.PositionAt(time, currentTime, timeRange.Value, scrollLength, originTime);
return axisInverted ? -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);
localPosition += axisInverted ? scrollLength : 0;
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)
{
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return algorithm.Value.GetLength(startTime, endTime, timeRange.Value, scrollLength);
}
private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
public override void Add(HitObjectLifetimeEntry entry)
{
// Scroll info is not available until loaded.
// The lifetime of all entries will be updated in the first Update.
if (IsLoaded)
setComputedLifetimeStart(entry);
base.Add(entry);
}
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)
{
layoutComputed.Remove(hitObject);
}
protected override void Update()
{
base.Update();
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if (layoutCache.IsValid) return;
layoutComputed.Clear();
foreach (var entry in Entries)
setComputedLifetimeStart(entry);
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algorithm.Value.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 AliveEntries need to be considered for layout (reduces overhead in the case of scroll speed changes).
// We are not using AliveObjects directly to avoid selection/sorting overhead since we don't care about the order at which positions will be updated.
foreach (var entry in AliveEntries)
{
var obj = entry.Drawable;
updatePosition(obj, Time.Current);
if (layoutComputed.Contains(obj))
continue;
updateLayoutRecursive(obj);
layoutComputed.Add(obj);
}
}
/// <summary>
/// Get a conservative maximum bounding box of a <see cref="DrawableHitObject"/> corresponding to <paramref name="entry"/>.
/// It is used to calculate when the hit object appears.
/// </summary>
protected virtual RectangleF GetConservativeBoundingBox(HitObjectLifetimeEntry entry) => new RectangleF().Inflate(100);
private double computeDisplayStartTime(HitObjectLifetimeEntry entry)
{
RectangleF boundingBox = GetConservativeBoundingBox(entry);
float startOffset = 0;
switch (direction.Value)
{
case ScrollingDirection.Right:
startOffset = boundingBox.Right;
break;
case ScrollingDirection.Down:
startOffset = boundingBox.Bottom;
break;
case ScrollingDirection.Left:
startOffset = -boundingBox.Left;
break;
case ScrollingDirection.Up:
startOffset = -boundingBox.Top;
break;
}
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return algorithm.Value.GetDisplayStartTime(entry.HitObject.StartTime, startOffset, timeRange.Value, scrollLength);
}
private void setComputedLifetimeStart(HitObjectLifetimeEntry entry)
{
double computedStartTime = computeDisplayStartTime(entry);
// always load the hitobject before its first judgement offset
entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - entry.HitObject.MaximumJudgementOffset, computedStartTime);
}
private void updateLayoutRecursive(DrawableHitObject hitObject, double? parentHitObjectStartTime = null)
{
parentHitObjectStartTime ??= hitObject.HitObject.StartTime;
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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, parentHitObjectStartTime);
// Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime
updatePosition(obj, hitObject.HitObject.StartTime, parentHitObjectStartTime);
setComputedLifetimeStart(obj.Entry);
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}
}
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private void updatePosition(DrawableHitObject hitObject, double currentTime, double? parentHitObjectStartTime = null)
{
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime, parentHitObjectStartTime);
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if (scrollingAxis == Direction.Horizontal)
hitObject.X = position;
else
hitObject.Y = position;
}
}
}