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Merge pull request #7367 from bdach/scrolling-container-origin-adjust
Adjust scrolling container object lifetime to account for origin choice
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commit
6cb1a638b6
@ -3,12 +3,14 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -28,12 +30,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(IReadOnlyList<Mod>))]
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private IReadOnlyList<Mod> mods { get; set; } = Array.Empty<Mod>();
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private const int spawn_interval = 5000;
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private readonly ScrollingTestContainer[] scrollContainers = new ScrollingTestContainer[4];
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private readonly TestPlayfield[] playfields = new TestPlayfield[4];
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private ScheduledDelegate hitObjectSpawnDelegate;
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public TestSceneScrollingHitObjects()
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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Add(new GridContainer
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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@ -43,48 +49,66 @@ namespace osu.Game.Tests.Visual.Gameplay
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scrollContainers[0] = new ScrollingTestContainer(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[0] = new TestPlayfield()
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Child = playfields[0] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Up)
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scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Down)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[1] = new TestPlayfield()
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Child = playfields[1] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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},
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new Drawable[]
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{
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scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Up)
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scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Left)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[2] = new TestPlayfield()
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Child = playfields[2] = new TestPlayfield(),
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TimeRange = spawn_interval
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},
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scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Up)
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scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Right)
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{
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RelativeSizeAxes = Axes.Both,
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Child = playfields[3] = new TestPlayfield()
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Child = playfields[3] = new TestPlayfield(),
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TimeRange = spawn_interval
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}
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}
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}
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});
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};
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setUpHitObjects();
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});
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private void setUpHitObjects()
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{
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = 0; i <= spawn_interval; i += 1000)
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addHitObject(Time.Current + i);
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hitObjectSpawnDelegate?.Cancel();
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hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + spawn_interval), 1000, true);
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}
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[Test]
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public void TestScrollAlgorithms()
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{
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AddStep("Constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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AddStep("Overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("Sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddSliderStep("Time range", 100, 10000, 5000, v => scrollContainers.ForEach(c => c.TimeRange = v));
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AddStep("Add control point", () => addControlPoint(Time.Current + 5000));
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AddSliderStep("Time range", 100, 10000, spawn_interval, v => scrollContainers.Where(c => c != null).ForEach(c => c.TimeRange = v));
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AddStep("Add control point", () => addControlPoint(Time.Current + spawn_interval));
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}
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protected override void LoadComplete()
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[Test]
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public void TestScrollLifetime()
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{
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base.LoadComplete();
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = 0; i <= 5000; i += 1000)
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addHitObject(Time.Current + i);
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Scheduler.AddDelayed(() => addHitObject(Time.Current + 5000), 1000, true);
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AddStep("Set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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// scroll container time range must be less than the rate of spawning hitobjects
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// otherwise the hitobjects will spawn already partly visible on screen and look wrong
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AddStep("Set time range", () => scrollContainers.ForEach(c => c.TimeRange = spawn_interval / 2.0));
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}
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private void addHitObject(double time)
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@ -207,7 +231,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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public TestDrawableHitObject(double time)
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: base(new HitObject { StartTime = time })
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{
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Origin = Anchor.Centre;
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Origin = Anchor.Custom;
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OriginPosition = new Vector2(75 / 4.0f);
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AutoSizeAxes = Axes.Both;
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AddInternal(new Box { Size = new Vector2(75) });
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value);
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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foreach (var obj in hitObject.NestedHitObjects)
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computeLifetimeStartRecursive(obj);
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@ -108,6 +108,35 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
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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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var adjustedStartTime = scrollingInfo.Algorithm.TimeAt(-originAdjustment, hitObject.HitObject.StartTime, timeRange.Value, scrollLength);
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return scrollingInfo.Algorithm.GetDisplayStartTime(adjustedStartTime, timeRange.Value);
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}
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// Cant use AddOnce() since the delegate is re-constructed every invocation
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private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
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{
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