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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic ;
using System.Linq ;
using osu.Framework.Caching ;
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using osu.Framework.Configuration ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using OpenTK ;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
///
/// <para>
/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
/// positions/sizes to make proper use of this container.
/// </para>
///
/// <para>
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/// This container will auto-size to the total duration of the contained hit objects along the desired auto-sizing axes such that the resulting size
/// of this container will be a value representing the total duration of all contained hit objects.
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/// </para>
///
/// <para>
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/// This container is and must always be relatively-sized and positioned to its such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/>
/// and <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
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/// </para>
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/// </summary>
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public abstract class DrawableTimingSection : Container < DrawableHitObject >
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble ( ) ;
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/// <summary>
/// Gets or sets the range of time that is visible by the length of this container.
/// </summary>
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public BindableDouble VisibleTimeRange
{
get { return visibleTimeRange ; }
set { visibleTimeRange . BindTo ( value ) ; }
}
protected override IComparer < Drawable > DepthComparer = > new HitObjectReverseStartTimeComparer ( ) ;
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private readonly Axes autoSizingAxes ;
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private Cached layout = new Cached ( ) ;
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/// <summary>
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/// Creates a new <see cref="DrawableTimingSection"/>.
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/// </summary>
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/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
protected DrawableTimingSection ( Axes autoSizingAxes )
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{
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this . autoSizingAxes = autoSizingAxes ;
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RelativeSizeAxes = Axes . Both ;
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RelativePositionAxes = Axes . Both ;
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}
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public override void InvalidateFromChild ( Invalidation invalidation )
{
// We only want to re-compute our size when a child's size or position has changed
if ( ( invalidation & Invalidation . RequiredParentSizeToFit ) = = 0 )
{
base . InvalidateFromChild ( invalidation ) ;
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return ;
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}
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layout . Invalidate ( ) ;
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base . InvalidateFromChild ( invalidation ) ;
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}
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protected override void UpdateAfterChildren ( )
{
base . UpdateAfterChildren ( ) ;
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if ( ! layout . EnsureValid ( ) )
{
layout . Refresh ( ( ) = >
{
if ( ! Children . Any ( ) )
return ;
//double maxDuration = Children.Select(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime).Max();
//float width = (float)maxDuration - RelativeChildOffset.X;
//float height = (float)maxDuration - RelativeChildOffset.Y;
// Auto-size to the total size of our children
// This ends up being the total duration of our children, however for now this is a more sure-fire way to calculate this
// than the above due to some undesired masking optimisations causing some hit objects to be culled...
// Todo: When this is investigated more we should use the above method as it is a little more exact
float width = Children . Select ( child = > child . X + child . Width ) . Max ( ) - RelativeChildOffset . X ;
float height = Children . Select ( child = > child . Y + child . Height ) . Max ( ) - RelativeChildOffset . Y ;
// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
Size = new Vector2 ( ( autoSizingAxes & Axes . X ) > 0 ? width : Size . X , ( autoSizingAxes & Axes . Y ) > 0 ? height : Size . Y ) ;
// Then to make our position-space be time values again, we need our relative child size to follow our size
RelativeChildSize = Size ;
} ) ;
}
}
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}
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}