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mirror of https://github.com/ppy/osu.git synced 2024-12-15 07:32:55 +08:00

Merge branch 'master' into profile

This commit is contained in:
Dean Herbert 2017-06-23 13:12:36 +09:00 committed by GitHub
commit 076d561615
13 changed files with 182 additions and 76 deletions

@ -1 +1 @@
Subproject commit a4bd66e369f7ed5c1c0dc7a0157950dac1f11c5c
Subproject commit eed53d35f999ae08a6d233c046aa333a7623c5f0

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@ -126,6 +126,8 @@ namespace osu.Desktop.VisualTests.Tests
private class TestSpeedAdjustmentContainer : SpeedAdjustmentContainer
{
public override bool RemoveWhenNotAlive => false;
public TestSpeedAdjustmentContainer(MultiplierControlPoint controlPoint)
: base(controlPoint)
{
@ -151,11 +153,13 @@ namespace osu.Desktop.VisualTests.Tests
}
}
private class TestDrawableHitObject : DrawableHitObject
private class TestDrawableHitObject : DrawableHitObject, IScrollingHitObject
{
private readonly Box background;
private const float height = 14;
public BindableDouble LifetimeOffset { get; } = new BindableDouble();
public TestDrawableHitObject(HitObject hitObject)
: base(hitObject)
{
@ -196,25 +200,11 @@ namespace osu.Desktop.VisualTests.Tests
FadeInFromZero(250, EasingTypes.OutQuint);
}
private bool hasExpired;
protected override void Update()
{
base.Update();
if (Time.Current >= HitObject.StartTime)
{
background.Colour = Color4.Red;
if (!hasExpired)
{
using (BeginDelayedSequence(200))
{
FadeOut(200);
Expire();
}
hasExpired = true;
}
}
}
}
}

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@ -6,12 +6,11 @@ using OpenTK.Input;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
public abstract class DrawableManiaHitObject<TObject> : DrawableHitObject<ManiaHitObject, ManiaJudgement>
public abstract class DrawableManiaHitObject<TObject> : DrawableScrollingHitObject<ManiaHitObject, ManiaJudgement>
where TObject : ManiaHitObject
{
/// <summary>
@ -33,13 +32,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
Y = (float)HitObject.StartTime;
}
protected override void LoadComplete()
{
base.LoadComplete();
LifetimeStart = HitObject.StartTime - ManiaPlayfield.TIME_SPAN_MAX;
}
public override Color4 AccentColour
{
get { return base.AccentColour; }

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
public DrawableNote(Note hitObject, Bindable<Key> key = null)
: base(hitObject, key)
{
RelativeSizeAxes = Axes.Both;
RelativeSizeAxes = Axes.X;
Height = 100;
Add(headPiece = new NotePiece

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@ -30,8 +30,8 @@ namespace osu.Game.Rulesets.Mania.UI
public const float HIT_TARGET_POSITION = 50;
private const double time_span_default = 1500;
public const double TIME_SPAN_MIN = 50;
public const double TIME_SPAN_MAX = 10000;
private const double time_span_min = 50;
private const double time_span_max = 10000;
private const double time_span_step = 50;
/// <summary>
@ -60,8 +60,8 @@ namespace osu.Game.Rulesets.Mania.UI
private readonly BindableDouble visibleTimeRange = new BindableDouble(time_span_default)
{
MinValue = TIME_SPAN_MIN,
MaxValue = TIME_SPAN_MAX
MinValue = time_span_min,
MaxValue = time_span_max
};
private readonly SpeedAdjustmentCollection barLineContainer;

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@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
private List<DrawableHitObject<TObject, TJudgement>> nestedHitObjects;
protected IEnumerable<DrawableHitObject<TObject, TJudgement>> NestedHitObjects => nestedHitObjects;
protected void AddNested(DrawableHitObject<TObject, TJudgement> h)
protected virtual void AddNested(DrawableHitObject<TObject, TJudgement> h)
{
if (nestedHitObjects == null)
nestedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();

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@ -0,0 +1,49 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Configuration;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Objects.Drawables
{
/// <summary>
/// A basic class that overrides <see cref="DrawableHitObject{TObject, TJudgement}"/> and implements <see cref="IScrollingHitObject"/>.
/// </summary>
public abstract class DrawableScrollingHitObject<TObject, TJudgement> : DrawableHitObject<TObject, TJudgement>, IScrollingHitObject
where TObject : HitObject
where TJudgement : Judgement
{
public BindableDouble LifetimeOffset { get; } = new BindableDouble();
protected DrawableScrollingHitObject(TObject hitObject)
: base(hitObject)
{
}
public override double LifetimeStart
{
get { return Math.Min(HitObject.StartTime - LifetimeOffset, base.LifetimeStart); }
set { base.LifetimeStart = value; }
}
public override double LifetimeEnd
{
get
{
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
return Math.Max(endTime + LifetimeOffset, base.LifetimeEnd);
}
set { base.LifetimeEnd = value; }
}
protected override void AddNested(DrawableHitObject<TObject, TJudgement> h)
{
var scrollingHitObject = h as IScrollingHitObject;
scrollingHitObject?.LifetimeOffset.BindTo(LifetimeOffset);
base.AddNested(h);
}
}
}

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@ -0,0 +1,25 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Configuration;
using osu.Framework.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
/// <summary>
/// An interface that exposes properties required for scrolling hit objects to be properly displayed.
/// </summary>
public interface IScrollingHitObject : IDrawable
{
/// <summary>
/// Time offset before the hit object start time at which this <see cref="IScrollingHitObject"/> becomes visible and the time offset
/// after the hit object's end time after which it expires.
///
/// <para>
/// This provides only a default life time range, however classes inheriting from <see cref="IScrollingHitObject"/> should override
/// their life times if more tight control is desired.
/// </para>
/// </summary>
BindableDouble LifetimeOffset { get; }
}
}

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@ -10,6 +10,7 @@ using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Timing
{
@ -44,14 +45,17 @@ namespace osu.Game.Rulesets.Timing
set { visibleTimeRange.BindTo(value); }
}
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
/// <summary>
/// Axes through which this timing section scrolls. This is set from <see cref="SpeedAdjustmentContainer"/>.
/// Axes through which this timing section scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
internal Axes ScrollingAxes;
private Cached layout = new Cached();
/// <summary>
/// The control point that provides the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
internal MultiplierControlPoint ControlPoint;
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
/// <summary>
/// Creates a new <see cref="DrawableTimingSection"/>.
@ -71,41 +75,58 @@ namespace osu.Game.Rulesets.Timing
return;
}
layout.Invalidate();
durationBacking.Invalidate();
base.InvalidateFromChild(invalidation);
}
protected override void UpdateAfterChildren()
private Cached<double> durationBacking = new Cached<double>();
/// <summary>
/// The maximum duration of any one hit object inside this <see cref="DrawableTimingSection"/>. This is calculated as the maximum
/// end time between all hit objects relative to this <see cref="DrawableTimingSection"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
/// </summary>
public double Duration => durationBacking.EnsureValid()
? durationBacking.Value
: durationBacking.Refresh(() =>
{
base.UpdateAfterChildren();
if (!Children.Any())
return 0;
if (!layout.EnsureValid())
{
layout.Refresh(() =>
{
if (!Children.Any())
return;
double baseDuration = Children.Max(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime) - ControlPoint.StartTime;
//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;
// If we have a singular hit object at the timing section's start time, let's set a sane default duration
if (baseDuration == 0)
baseDuration = 1;
// Scrolling ruleset hit objects typically have anchors+origins set to the hit object's start time, but if the hit object doesn't implement IHasEndTime and lies on the control point
// then the baseDuration above will be 0. This will cause problems with masking when it is further set as the value for Size in Update(). We _want_ the timing section bounds to
// completely enclose the hit object to avoid the masking optimisations.
//
// To do this we need to find a duration that corresponds to the absolute size of the element that extrudes beyond the timing section's bounds and add that to baseDuration.
// We can utilize the fact that the Size and RelativeChildSpace are 1:1, meaning that an change in duration for the timing section has no change to the hit object's positioning
// and simply find the largest absolutely-sized element in this timing section. This introduces a little bit of error, but will never under-estimate the duration.
// 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
// Todo: This is not working correctly in the case that hit objects are absolutely-sized - needs a proper looking into in osu!framework
float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X;
float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
// Find the largest element that is absolutely-sized along ScrollingAxes
float maxAbsoluteSize = Children.Where(c => (c.RelativeSizeAxes & ScrollingAxes) == 0)
.Select(c => (ScrollingAxes & Axes.X) > 0 ? c.Width : c.Height)
.DefaultIfEmpty().Max();
// 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((ScrollingAxes & Axes.X) > 0 ? width : Size.X, (ScrollingAxes & 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;
});
}
float ourAbsoluteSize = (ScrollingAxes & Axes.X) > 0 ? DrawWidth : DrawHeight;
// Add the extra duration to account for the absolute size
baseDuration *= 1 + maxAbsoluteSize / ourAbsoluteSize;
return baseDuration;
});
protected override void Update()
{
base.Update();
// We want our size and position-space along ScrollingAxes to span our duration to completely enclose all the hit objects
Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y);
// And we need to make sure the hit object's position-space doesn't change due to our resizing
RelativeChildSize = Size;
}
}
}

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@ -51,6 +51,13 @@ namespace osu.Game.Rulesets.Timing
this.scrollingAxes = scrollingAxes;
}
public override void Add(SpeedAdjustmentContainer speedAdjustment)
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.ScrollingAxes = scrollingAxes;
base.Add(speedAdjustment);
}
/// <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"/>.
@ -58,14 +65,10 @@ namespace osu.Game.Rulesets.Timing
/// <param name="hitObject">The hit object to add.</param>
public void Add(DrawableHitObject hitObject)
{
queuedHitObjects.Enqueue(hitObject);
}
if (!(hitObject is IScrollingHitObject))
throw new InvalidOperationException($"Hit objects added to a {nameof(SpeedAdjustmentCollection)} must implement {nameof(IScrollingHitObject)}.");
public override void Add(SpeedAdjustmentContainer speedAdjustment)
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.ScrollingAxes = scrollingAxes;
base.Add(speedAdjustment);
queuedHitObjects.Enqueue(hitObject);
}
protected override void Update()

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@ -42,6 +42,8 @@ namespace osu.Game.Rulesets.Timing
public readonly MultiplierControlPoint ControlPoint;
private DrawableTimingSection timingSection;
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
@ -56,9 +58,10 @@ namespace osu.Game.Rulesets.Timing
[BackgroundDependencyLoader]
private void load()
{
DrawableTimingSection timingSection = CreateTimingSection();
timingSection = CreateTimingSection();
timingSection.ScrollingAxes = ScrollingAxes;
timingSection.ControlPoint = ControlPoint;
timingSection.VisibleTimeRange.BindTo(VisibleTimeRange);
timingSection.RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0);
@ -74,6 +77,17 @@ namespace osu.Game.Rulesets.Timing
RelativeChildSize = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 1, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 1);
}
public override double LifetimeStart => ControlPoint.StartTime - VisibleTimeRange;
public override double LifetimeEnd => ControlPoint.StartTime + timingSection.Duration + VisibleTimeRange;
public override void Add(DrawableHitObject drawable)
{
var scrollingHitObject = drawable as IScrollingHitObject;
scrollingHitObject?.LifetimeOffset.BindTo(VisibleTimeRange);
base.Add(drawable);
}
/// <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>

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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Menu
private const float visualiser_rounds = 5;
/// <summary>
/// How much should each bar go down each milisecond (based on a full bar)
/// How much should each bar go down each milisecond (based on a full bar).
/// </summary>
private const float decay_per_milisecond = 0.0024f;
@ -53,6 +53,11 @@ namespace osu.Game.Screens.Menu
/// </summary>
private const float time_between_updates = 50;
/// <summary>
/// The minimum amplitude to show a bar.
/// </summary>
private const float amplitude_dead_zone = 1f / bar_length;
private int indexOffset;
public Color4 AccentColour { get; set; }
@ -87,16 +92,17 @@ namespace osu.Game.Screens.Menu
for (int i = 0; i < bars_per_visualiser; i++)
{
int index = (i + indexOffset) % bars_per_visualiser;
if (beatmap?.Value?.Track?.IsRunning ?? false)
{
if (temporalAmplitudes[index] > frequencyAmplitudes[i])
frequencyAmplitudes[i] = temporalAmplitudes[index] * (effect?.KiaiMode == true ? 1 : 0.5f);
float targetAmplitude = temporalAmplitudes[(i + indexOffset) % bars_per_visualiser] * (effect?.KiaiMode == true ? 1 : 0.5f);
if (targetAmplitude > frequencyAmplitudes[i])
frequencyAmplitudes[i] = targetAmplitude;
}
else
{
if (frequencyAmplitudes[(i + index_change) % bars_per_visualiser] > frequencyAmplitudes[i])
frequencyAmplitudes[i] = frequencyAmplitudes[(i + index_change) % bars_per_visualiser];
int index = (i + index_change) % bars_per_visualiser;
if (frequencyAmplitudes[index] > frequencyAmplitudes[i])
frequencyAmplitudes[i] = frequencyAmplitudes[index];
}
}
@ -117,7 +123,7 @@ namespace osu.Game.Screens.Menu
float decayFactor = (float)Time.Elapsed * decay_per_milisecond;
for (int i = 0; i < bars_per_visualiser; i++)
{
//0.03% of extra bar length to make it a little faster when bar is almost at it's minimum
//3% of extra bar length to make it a little faster when bar is almost at it's minimum
frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);
if (frequencyAmplitudes[i] < 0)
frequencyAmplitudes[i] = 0;
@ -129,6 +135,7 @@ namespace osu.Game.Screens.Menu
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
private readonly VisualiserSharedData sharedData = new VisualiserSharedData();
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
@ -177,13 +184,16 @@ namespace osu.Game.Screens.Menu
{
for (int i = 0; i < bars_per_visualiser; i++)
{
if (AudioData[i] < amplitude_dead_zone)
continue;
float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = (float)Math.Cos(rotation);
float rotationSin = (float)Math.Sin(rotation);
//taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i % bars_per_visualiser]);
var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i]);
//The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
//The distance between the bottom side of the bar and the top side.

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@ -199,6 +199,7 @@
<Compile Include="Rulesets\Objects\SliderCurve.cs" />
<Compile Include="Rulesets\Objects\Types\CurveType.cs" />
<Compile Include="Rulesets\Objects\Drawables\IDrawableHitObjectWithProxiedApproach.cs" />
<Compile Include="Rulesets\Objects\Drawables\IScrollingHitObject.cs" />
<Compile Include="Rulesets\Judgements\Judgement.cs" />
<Compile Include="Rulesets\Objects\HitObjectParser.cs" />
<Compile Include="Rulesets\Objects\HitObjectStartTimeComparer.cs" />
@ -237,6 +238,7 @@
<Compile Include="Beatmaps\Drawables\DifficultyColouredContainer.cs" />
<Compile Include="Beatmaps\Drawables\Panel.cs" />
<Compile Include="Rulesets\Objects\Drawables\DrawableHitObject.cs" />
<Compile Include="Rulesets\Objects\Drawables\DrawableScrollingHitObject.cs" />
<Compile Include="Rulesets\Objects\HitObject.cs" />
<Compile Include="Configuration\OsuConfigManager.cs" />
<Compile Include="Overlays\Notifications\IHasCompletionTarget.cs" />