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Merge pull request #1172 from smoogipooo/fix_taiko_sizing
Fix taiko hit objects being able to be scaled down depending on the timing section
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commit
532471c00e
@ -1 +1 @@
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Subproject commit ba70b8eaa9b79d4248873d4399f3b9e918fc3c8f
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Subproject commit 74f644bad039606e242d8782014d8c249a38b6a3
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@ -28,14 +28,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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FillMode = FillMode.Fit;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// We need to set this here because RelativeSizeAxes won't/can't set our size by default with a different RelativeChildSize
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Width *= Parent.RelativeChildSize.X;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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@ -71,6 +63,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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return UpdateJudgement(true);
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}
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protected override void Update()
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{
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base.Update();
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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateState(ArmedState state)
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{
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var circlePiece = MainPiece as CirclePiece;
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@ -199,6 +199,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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base.Update();
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Size = BaseSize * Parent.RelativeChildSize;
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// Make the swell stop at the hit target
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X = (float)Math.Max(Time.Current, HitObject.StartTime);
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@ -16,6 +16,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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protected readonly Vector2 BaseSize;
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protected readonly TaikoPiece MainPiece;
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public new TaikoHitType HitObject;
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@ -29,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Origin = Anchor.Custom;
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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Size = BaseSize = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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@ -1,6 +1,7 @@
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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;
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using System.Linq;
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using osu.Framework.Caching;
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using osu.Framework.Configuration;
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@ -45,49 +46,34 @@ namespace osu.Game.Rulesets.Timing
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RelativePositionAxes = Axes.Both;
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}
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public override void InvalidateFromChild(Invalidation invalidation)
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protected override int Compare(Drawable x, Drawable y)
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{
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// We only want to re-compute our size when a child's size or position has changed
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if ((invalidation & Invalidation.RequiredParentSizeToFit) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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var hX = (DrawableHitObject)x;
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var hY = (DrawableHitObject)y;
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int result = hY.HitObject.StartTime.CompareTo(hX.HitObject.StartTime);
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if (result != 0)
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return result;
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return base.Compare(y, x);
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}
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public override void Add(DrawableHitObject drawable)
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{
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durationBacking.Invalidate();
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base.InvalidateFromChild(invalidation);
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base.Add(drawable);
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}
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private double computeDuration()
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public override bool Remove(DrawableHitObject drawable)
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{
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if (!Children.Any())
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return 0;
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double baseDuration = Children.Max(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime) - ControlPoint.StartTime;
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// If we have a singular hit object at the timing section's start time, let's set a sane default duration
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if (baseDuration == 0)
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baseDuration = 1;
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// This container needs to resize such that it completely encloses the hit objects to avoid masking optimisations. This is done by converting the largest
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// absolutely-sized element along the scrolling axes and adding a corresponding duration value. This introduces a bit of error, but will never under-estimate.ion.
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// Find the largest element that is absolutely-sized along ScrollingAxes
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float maxAbsoluteSize = Children.Select(c => (ScrollingAxes & Axes.X) > 0 ? c.DrawWidth : c.DrawHeight)
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.DefaultIfEmpty().Max();
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float ourAbsoluteSize = (ScrollingAxes & Axes.X) > 0 ? DrawWidth : DrawHeight;
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// Add the extra duration to account for the absolute size
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baseDuration *= 1 + maxAbsoluteSize / ourAbsoluteSize;
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return baseDuration;
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durationBacking.Invalidate();
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return base.Remove(drawable);
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}
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// Todo: This may underestimate the size of the hit object in some cases, but won't be too much of a problem for now
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private double computeDuration() => Math.Max(0, Children.Select(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime).DefaultIfEmpty().Max() - ControlPoint.StartTime) + 1000;
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/// <summary>
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/// The maximum duration of any one hit object inside this <see cref="ScrollingContainer"/>. This is calculated as the maximum
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/// duration of all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// An approximate total duration of this scrolling container.
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/// </summary>
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public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration());
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