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Remove the concept of "queued hit objects", add a default speed adjustment.

This commit is contained in:
smoogipooo 2017-08-21 16:14:44 +09:00
parent 6a7e868a2e
commit 5d13efa76d
2 changed files with 26 additions and 28 deletions

@ -1 +1 @@
Subproject commit aba135ff83feabd9ca2e8e8075b811b64a9006ad Subproject commit 92e1dc21c069a6b65ee71060f2f37f3f4180fd20

View File

@ -151,10 +151,6 @@ namespace osu.Game.Rulesets.UI
/// </summary> /// </summary>
public readonly BindableBool Reversed = new BindableBool(); public readonly BindableBool Reversed = new BindableBool();
/// <summary>
/// Hit objects that are to be re-processed on the next update.
/// </summary>
private readonly List<DrawableHitObject> queuedHitObjects = new List<DrawableHitObject>();
private readonly Container<SpeedAdjustmentContainer> speedAdjustments; private readonly Container<SpeedAdjustmentContainer> speedAdjustments;
private readonly Axes scrollingAxes; private readonly Axes scrollingAxes;
@ -168,6 +164,9 @@ namespace osu.Game.Rulesets.UI
this.scrollingAxes = scrollingAxes; this.scrollingAxes = scrollingAxes;
AddInternal(speedAdjustments = new Container<SpeedAdjustmentContainer> { RelativeSizeAxes = Axes.Both }); AddInternal(speedAdjustments = new Container<SpeedAdjustmentContainer> { RelativeSizeAxes = Axes.Both });
// Default speed adjustment
AddSpeedAdjustment(new SpeedAdjustmentContainer(new MultiplierControlPoint(0)));
} }
/// <summary> /// <summary>
@ -180,6 +179,21 @@ namespace osu.Game.Rulesets.UI
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange); speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.Reversed.BindTo(Reversed); speedAdjustment.Reversed.BindTo(Reversed);
speedAdjustments.Add(speedAdjustment); speedAdjustments.Add(speedAdjustment);
// We now need to re-sort the hit objects in the last speed adjustment prior to this one, to see if they need a new parent
var previousSpeedAdjustment = speedAdjustments.LastOrDefault(s => s.ControlPoint.StartTime < speedAdjustment.ControlPoint.StartTime);
if (previousSpeedAdjustment == null)
return;
foreach (DrawableHitObject h in previousSpeedAdjustment.Children)
{
var newSpeedAdjustment = adjustmentContainerFor(h);
if (newSpeedAdjustment == previousSpeedAdjustment)
continue;
previousSpeedAdjustment.Remove(h);
newSpeedAdjustment.Add(h);
}
} }
public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children); public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children);
@ -194,31 +208,15 @@ namespace osu.Game.Rulesets.UI
if (!(hitObject is IScrollingHitObject)) if (!(hitObject is IScrollingHitObject))
throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}."); throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
queuedHitObjects.Add(hitObject);
}
public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject)) || queuedHitObjects.Remove(hitObject);
protected override void Update()
{
base.Update();
// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
for (int i = queuedHitObjects.Count - 1; i >= 0; i--)
{
var hitObject = queuedHitObjects[i];
var target = adjustmentContainerFor(hitObject); var target = adjustmentContainerFor(hitObject);
if (target == null) if (target == null)
continue; throw new InvalidOperationException($"A {nameof(SpeedAdjustmentContainer)} to container {hitObject.ToString()} could not be found.");
target.Add(hitObject); target.Add(hitObject);
queuedHitObjects.RemoveAt(i);
}
} }
public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject));
/// <summary> /// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time /// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
/// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object, /// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object,