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Make SpeedAdjustmentCollection support unordered adds of speed adjustments and hit objects.

This commit is contained in:
smoogipooo 2017-06-16 09:38:06 +09:00
parent fda220acbc
commit 03b2b254ba
4 changed files with 72 additions and 22 deletions

@ -1 +1 @@
Subproject commit c80d5f53e740ffe63d9deca41749c5ba0573e744
Subproject commit e256557defe595032cbc3a9896797fa41d6ee8b6

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@ -4,7 +4,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
@ -33,31 +35,64 @@ namespace osu.Game.Rulesets.Timing
set { visibleTimeRange.BindTo(value); }
}
protected override IComparer<Drawable> DepthComparer => new SpeedAdjustmentContainerReverseStartTimeComparer();
private readonly Cached layout = new Cached();
/// <summary>
/// Adds a hit object to the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment
/// active at the start time of the hit object.
/// Hit objects that are to be re-processed when <see cref="layout"/> is invalidated.
/// </summary>
private readonly Queue<DrawableHitObject> queuedHitObjects = new Queue<DrawableHitObject>();
/// <summary>
/// Adds a hit object to this <see cref="SpeedAdjustmentCollection"/>. The hit objects will be kept in a queue
/// and will be processed when new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="SpeedAdjustmentCollection"/>.
/// </summary>
/// <param name="hitObject">The hit object to add.</param>
public void Add(DrawableHitObject hitObject)
{
var target = adjustmentContainerFor(hitObject);
if (hitObject.RelativePositionAxes != target.ScrollingAxes)
throw new InvalidOperationException($"Make sure to set all {nameof(DrawableHitObject)}'s {nameof(RelativePositionAxes)} are equal to the correct axes of scrolling ({target.ScrollingAxes}).");
if (target == null)
throw new ArgumentException("No speed adjustment could be found that can contain the hit object.", nameof(hitObject));
target.Add(hitObject);
queuedHitObjects.Enqueue(hitObject);
layout.Invalidate();
}
public override void Add(SpeedAdjustmentContainer speedAdjustment)
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
layout.Invalidate();
base.Add(speedAdjustment);
}
protected override IComparer<Drawable> DepthComparer => new SpeedAdjustmentContainerReverseStartTimeComparer();
protected override void Update()
{
base.Update();
if (!layout.IsValid)
{
layout.Refresh(() =>
{
// An external count is kept because hit objects that can't be added are re-queued
int count = queuedHitObjects.Count;
while (count-- > 0)
{
var hitObject = queuedHitObjects.Dequeue();
var target = adjustmentContainerFor(hitObject);
if (target == null)
{
// We can't add this hit object to a speed adjustment container yet, so re-queue it
// for re-processing when the layout next invalidated
queuedHitObjects.Enqueue(hitObject);
continue;
}
if (hitObject.RelativePositionAxes != target.ScrollingAxes)
throw new InvalidOperationException($"Make sure to set all {nameof(DrawableHitObject)}'s {nameof(RelativePositionAxes)} are equal to the correct axes of scrolling ({target.ScrollingAxes}).");
target.Add(hitObject);
}
});
}
}
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
@ -68,6 +103,14 @@ namespace osu.Game.Rulesets.Timing
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="hitObject"/>'s start time. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerFor(DrawableHitObject hitObject) => Children.FirstOrDefault(c => c.CanContain(hitObject)) ?? Children.LastOrDefault();
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at a time.
/// If there is no <see cref="SpeedAdjustmentContainer"/> active at the time, then the first (time-wise) speed adjustment is returned.
/// </summary>
/// <param name="time">The time to find the active <see cref="SpeedAdjustmentContainer"/> at.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="time"/>. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerAt(double time) => Children.FirstOrDefault(c => c.CanContain(time)) ?? Children.LastOrDefault();
/// <summary>
/// Compares two speed adjustment containers by their control point start time, falling back to creation order
// if their control point start time is equal. This will compare the two speed adjustment containers in reverse order.

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@ -78,7 +78,12 @@ namespace osu.Game.Rulesets.Timing
/// <summary>
/// Whether this speed adjustment can contain a hit object. This is true if the hit object occurs after this speed adjustment with respect to time.
/// </summary>
public bool CanContain(DrawableHitObject hitObject) => ControlPoint.StartTime <= hitObject.HitObject.StartTime;
public bool CanContain(DrawableHitObject hitObject) => CanContain(hitObject.HitObject.StartTime);
/// <summary>
/// Whether this speed adjustment can contain an object placed at a time value. This is true if the time occurs after this speed adjustment.
/// </summary>
public bool CanContain(double startTime) => ControlPoint.StartTime <= startTime;
/// <summary>
/// Creates the container which handles the movement of a collection of hit objects.

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@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -25,6 +26,12 @@ namespace osu.Game.Rulesets.UI
{
}
[BackgroundDependencyLoader]
private void load()
{
ApplySpeedAdjustments();
}
protected override void ApplyBeatmap()
{
// Calculate default multiplier control points
@ -86,14 +93,9 @@ namespace osu.Game.Rulesets.UI
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
protected override void LoadObjects()
{
// We need to add speed adjustments before hit objects are loaded
ApplySpeedAdjustments();
base.LoadObjects();
}
/// <summary>
/// Applies speed changes to the playfield.
/// </summary>
protected abstract void ApplySpeedAdjustments();
}
}