2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2019-09-02 14:02:16 +08:00
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using System.Collections.Generic;
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2018-11-06 11:01:54 +08:00
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using osu.Framework.Allocation;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Graphics;
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2020-02-24 19:52:15 +08:00
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using osu.Framework.Layout;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Rulesets.Objects.Drawables;
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2018-10-30 17:00:55 +08:00
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using osu.Game.Rulesets.Objects.Types;
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2020-05-25 17:26:28 +08:00
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using osuTK;
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2018-04-13 17:19:50 +08:00
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public class ScrollingHitObjectContainer : HitObjectContainer
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{
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2019-08-26 15:47:23 +08:00
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private readonly IBindable<double> timeRange = new BindableDouble();
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2018-11-06 14:46:36 +08:00
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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2020-11-24 15:06:01 +08:00
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2020-11-24 17:52:15 +08:00
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// The lifetime of a hit object in this will be computed in next update.
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private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
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// The layout (length if IHasDuration, and nested object positions) of a hit object *not* in this set will be computed in next updated.
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// Only objects in `AliveObjects` are considered, to prevent a massive recomputation when scrolling speed or something changes.
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private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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2018-10-30 17:33:24 +08:00
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2018-11-06 14:46:36 +08:00
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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2020-05-10 12:49:08 +08:00
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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2020-05-08 17:49:58 +08:00
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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2018-11-06 11:01:54 +08:00
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public ScrollingHitObjectContainer()
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2018-04-13 17:19:50 +08:00
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{
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RelativeSizeAxes = Axes.Both;
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2020-02-24 19:52:15 +08:00
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2020-05-08 17:49:58 +08:00
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AddLayout(layoutCache);
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2018-11-06 14:46:36 +08:00
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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direction.BindTo(scrollingInfo.Direction);
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2018-11-07 16:24:05 +08:00
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timeRange.BindTo(scrollingInfo.TimeRange);
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2020-05-08 17:49:58 +08:00
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direction.ValueChanged += _ => layoutCache.Invalidate();
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timeRange.ValueChanged += _ => layoutCache.Invalidate();
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2018-04-13 17:19:50 +08:00
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}
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2020-04-23 10:16:59 +08:00
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public override void Clear(bool disposeChildren = true)
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{
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base.Clear(disposeChildren);
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2020-11-24 17:52:15 +08:00
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toComputeLifetime.Clear();
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layoutComputed.Clear();
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2020-04-23 10:16:59 +08:00
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}
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2020-05-25 21:09:09 +08:00
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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2020-05-26 09:17:56 +08:00
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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2020-05-25 17:26:28 +08:00
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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float position = 0;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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position = localPosition.Y;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Left:
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position = localPosition.X;
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break;
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}
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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}
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2020-05-25 21:09:09 +08:00
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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2020-05-25 17:26:28 +08:00
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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flipPositionIfRequired(ref pos);
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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2020-05-26 09:17:34 +08:00
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return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
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2020-05-25 17:26:28 +08:00
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default:
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2020-05-26 09:17:34 +08:00
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return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
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2020-05-25 17:26:28 +08:00
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}
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}
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private float getLength()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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2020-05-26 09:17:34 +08:00
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private float getBreadth()
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2020-05-25 17:26:28 +08:00
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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position = DrawHeight - position;
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break;
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case ScrollingDirection.Right:
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position = DrawWidth - position;
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break;
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}
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}
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2020-11-24 17:52:15 +08:00
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private void onHitObjectUsageBegin(DrawableHitObject hitObject)
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2020-05-08 17:49:58 +08:00
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{
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2020-11-24 17:52:15 +08:00
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// Lifetime computation is delayed until next update because
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// when the hit object is not pooled this container is not loaded here and `scrollLength` cannot be computed.
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toComputeLifetime.Add(hitObject);
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layoutComputed.Remove(hitObject);
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}
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2020-11-24 11:57:39 +08:00
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2020-11-24 15:46:10 +08:00
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private float scrollLength;
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2018-10-30 17:33:24 +08:00
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2018-04-13 17:19:50 +08:00
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protected override void Update()
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{
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base.Update();
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2020-05-08 17:49:58 +08:00
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if (!layoutCache.IsValid)
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2018-10-30 17:00:55 +08:00
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{
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2020-11-26 13:01:46 +08:00
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toComputeLifetime.Clear();
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foreach (var hitObject in Objects)
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{
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if (hitObject.HitObject != null)
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toComputeLifetime.Add(hitObject);
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}
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2020-05-08 17:49:58 +08:00
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2020-11-24 17:52:15 +08:00
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layoutComputed.Clear();
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2020-05-08 17:49:58 +08:00
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2020-11-24 15:06:01 +08:00
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scrollingInfo.Algorithm.Reset();
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2020-11-24 12:57:20 +08:00
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2018-11-06 14:46:36 +08:00
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switch (direction.Value)
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2018-10-30 17:33:24 +08:00
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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scrollLength = DrawSize.Y;
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break;
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2019-04-01 11:44:46 +08:00
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2018-10-30 17:33:24 +08:00
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default:
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scrollLength = DrawSize.X;
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break;
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}
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2020-11-24 15:06:01 +08:00
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layoutCache.Validate();
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}
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2020-11-24 12:34:09 +08:00
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2020-11-24 17:52:15 +08:00
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foreach (var hitObject in toComputeLifetime)
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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toComputeLifetime.Clear();
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// An assumption is that this update won't affect lifetime,
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// but this is satisfied in practice because otherwise the hit object won't be aligned to its `StartTime`.
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2020-11-24 15:06:01 +08:00
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foreach (var obj in AliveObjects)
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{
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2020-11-24 17:52:15 +08:00
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if (layoutComputed.Contains(obj))
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2020-11-24 15:06:01 +08:00
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continue;
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2020-11-24 12:57:20 +08:00
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2020-11-24 15:06:01 +08:00
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updateLayoutRecursive(obj);
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2020-11-24 12:57:20 +08:00
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2020-11-24 17:52:15 +08:00
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layoutComputed.Add(obj);
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2020-11-24 12:57:20 +08:00
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}
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2018-10-30 17:00:55 +08:00
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}
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2019-12-27 03:23:16 +08:00
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private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
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{
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float originAdjustment = 0.0f;
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// calculate the dimension of the part of the hitobject that should already be visible
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// when the hitobject origin first appears inside the scrolling container
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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originAdjustment = hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Down:
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originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Left:
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originAdjustment = hitObject.OriginPosition.X;
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break;
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case ScrollingDirection.Right:
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originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
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break;
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}
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Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.
Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:
* The previous code used TimeAt() to calculate the time of travel from
the hit object's edge to its origin. For other algorithms, that time
can be accurately reconstructed, because they don't have periods of
time where there are multiple hit objects scrolling at different
velocities.
That invariant does not hold for the overlapping algorithm, therefore
it is possible for different values to be technically correct for
TimeAt(). However, the only value that matters for the adjustment
is the one that's indicated by the control point that applies to the
hit object origin, which can be uniquely identified.
* Additionally, the offset returned (even if correct) was applied
externally to the hit object's start time and passed to
GetDisplayStartTime(). In the overlapping algorithm, the choice of
control point used in GetDisplayStartTime() is important, since
the value of the speed multiplier is read within.
Externally rewinding the hit object's start time meant that in some
cases the speed multiplier of the *previous* control point is applied,
which led to hit objects appearing too late if the scrolling rate
decreased.
Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:
* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
calculate the absolute distance from time = 0 to the hit object start,
apply the origin offset *to the absolute distance*, and then convert
back to time, applying all control points in sequence. Due to this
it was impossible for control points to get mixed up while
calculating.
As for the overlapping algorithm, the high-level logic is as follows:
* The distance that the origin has to travel is the length of the scroll
plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
travel length multiplied by the time range gives the absolute travel
time of the object origin.
* Finally, the control point multiplier applicable at origin time is
applied to the whole travel time.
Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-07 05:46:31 +08:00
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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2019-12-27 03:23:16 +08:00
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}
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2020-11-24 15:06:01 +08:00
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private void updateLayoutRecursive(DrawableHitObject hitObject)
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2019-09-02 14:02:16 +08:00
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{
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2020-05-27 11:38:39 +08:00
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if (hitObject.HitObject is IHasDuration e)
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2018-10-30 17:00:55 +08:00
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{
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2018-11-06 14:46:36 +08:00
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switch (direction.Value)
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2018-10-30 17:00:55 +08:00
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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2019-11-01 11:10:03 +08:00
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hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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2018-10-30 17:00:55 +08:00
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break;
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2019-04-01 11:44:46 +08:00
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2018-10-30 17:00:55 +08:00
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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2019-11-01 11:10:03 +08:00
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hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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2018-10-30 17:00:55 +08:00
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break;
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}
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}
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2019-08-26 18:06:23 +08:00
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2018-10-30 17:00:55 +08:00
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foreach (var obj in hitObject.NestedHitObjects)
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{
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2020-11-24 15:06:01 +08:00
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updateLayoutRecursive(obj);
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2018-10-30 17:00:55 +08:00
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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2018-04-13 17:19:50 +08:00
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|
|
}
|
2020-11-24 15:06:01 +08:00
|
|
|
|
}
|
2018-04-13 17:19:50 +08:00
|
|
|
|
|
|
|
|
|
protected override void UpdateAfterChildrenLife()
|
|
|
|
|
{
|
|
|
|
|
base.UpdateAfterChildrenLife();
|
|
|
|
|
|
2018-10-30 17:00:55 +08:00
|
|
|
|
// We need to calculate hitobject positions as soon as possible after lifetimes so that hitobjects get the final say in their positions
|
|
|
|
|
foreach (var obj in AliveObjects)
|
|
|
|
|
updatePosition(obj, Time.Current);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void updatePosition(DrawableHitObject hitObject, double currentTime)
|
|
|
|
|
{
|
2018-11-06 14:46:36 +08:00
|
|
|
|
switch (direction.Value)
|
2018-10-30 17:00:55 +08:00
|
|
|
|
{
|
|
|
|
|
case ScrollingDirection.Up:
|
2018-11-07 16:24:05 +08:00
|
|
|
|
hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
|
2018-10-30 17:00:55 +08:00
|
|
|
|
break;
|
2019-04-01 11:44:46 +08:00
|
|
|
|
|
2018-10-30 17:00:55 +08:00
|
|
|
|
case ScrollingDirection.Down:
|
2018-11-07 16:24:05 +08:00
|
|
|
|
hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
|
2018-10-30 17:00:55 +08:00
|
|
|
|
break;
|
2019-04-01 11:44:46 +08:00
|
|
|
|
|
2018-10-30 17:00:55 +08:00
|
|
|
|
case ScrollingDirection.Left:
|
2018-11-07 16:24:05 +08:00
|
|
|
|
hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
|
2018-10-30 17:00:55 +08:00
|
|
|
|
break;
|
2019-04-01 11:44:46 +08:00
|
|
|
|
|
2018-10-30 17:00:55 +08:00
|
|
|
|
case ScrollingDirection.Right:
|
2018-11-07 16:24:05 +08:00
|
|
|
|
hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
|
2018-10-30 17:00:55 +08:00
|
|
|
|
break;
|
|
|
|
|
}
|
2018-04-13 17:19:50 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|