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Merge pull request #7367 from bdach/scrolling-container-origin-adjust

Adjust scrolling container object lifetime to account for origin choice
This commit is contained in:
Dean Herbert 2019-12-28 13:17:14 +09:00 committed by GitHub
commit 6cb1a638b6
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2 changed files with 78 additions and 23 deletions

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@ -3,12 +3,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Threading;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
@ -28,12 +30,16 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached(typeof(IReadOnlyList<Mod>))]
private IReadOnlyList<Mod> mods { get; set; } = Array.Empty<Mod>();
private const int spawn_interval = 5000;
private readonly ScrollingTestContainer[] scrollContainers = new ScrollingTestContainer[4];
private readonly TestPlayfield[] playfields = new TestPlayfield[4];
private ScheduledDelegate hitObjectSpawnDelegate;
public TestSceneScrollingHitObjects()
[SetUp]
public void Setup() => Schedule(() =>
{
Add(new GridContainer
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
@ -43,48 +49,66 @@ namespace osu.Game.Tests.Visual.Gameplay
scrollContainers[0] = new ScrollingTestContainer(ScrollingDirection.Up)
{
RelativeSizeAxes = Axes.Both,
Child = playfields[0] = new TestPlayfield()
Child = playfields[0] = new TestPlayfield(),
TimeRange = spawn_interval
},
scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Up)
scrollContainers[1] = new ScrollingTestContainer(ScrollingDirection.Down)
{
RelativeSizeAxes = Axes.Both,
Child = playfields[1] = new TestPlayfield()
Child = playfields[1] = new TestPlayfield(),
TimeRange = spawn_interval
},
},
new Drawable[]
{
scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Up)
scrollContainers[2] = new ScrollingTestContainer(ScrollingDirection.Left)
{
RelativeSizeAxes = Axes.Both,
Child = playfields[2] = new TestPlayfield()
Child = playfields[2] = new TestPlayfield(),
TimeRange = spawn_interval
},
scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Up)
scrollContainers[3] = new ScrollingTestContainer(ScrollingDirection.Right)
{
RelativeSizeAxes = Axes.Both,
Child = playfields[3] = new TestPlayfield()
Child = playfields[3] = new TestPlayfield(),
TimeRange = spawn_interval
}
}
}
});
};
setUpHitObjects();
});
private void setUpHitObjects()
{
scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
for (int i = 0; i <= spawn_interval; i += 1000)
addHitObject(Time.Current + i);
hitObjectSpawnDelegate?.Cancel();
hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + spawn_interval), 1000, true);
}
[Test]
public void TestScrollAlgorithms()
{
AddStep("Constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
AddStep("Overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
AddStep("Sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
AddSliderStep("Time range", 100, 10000, 5000, v => scrollContainers.ForEach(c => c.TimeRange = v));
AddStep("Add control point", () => addControlPoint(Time.Current + 5000));
AddSliderStep("Time range", 100, 10000, spawn_interval, v => scrollContainers.Where(c => c != null).ForEach(c => c.TimeRange = v));
AddStep("Add control point", () => addControlPoint(Time.Current + spawn_interval));
}
protected override void LoadComplete()
[Test]
public void TestScrollLifetime()
{
base.LoadComplete();
scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
for (int i = 0; i <= 5000; i += 1000)
addHitObject(Time.Current + i);
Scheduler.AddDelayed(() => addHitObject(Time.Current + 5000), 1000, true);
AddStep("Set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
// scroll container time range must be less than the rate of spawning hitobjects
// otherwise the hitobjects will spawn already partly visible on screen and look wrong
AddStep("Set time range", () => scrollContainers.ForEach(c => c.TimeRange = spawn_interval / 2.0));
}
private void addHitObject(double time)
@ -207,7 +231,9 @@ namespace osu.Game.Tests.Visual.Gameplay
public TestDrawableHitObject(double time)
: base(new HitObject { StartTime = time })
{
Origin = Anchor.Centre;
Origin = Anchor.Custom;
OriginPosition = new Vector2(75 / 4.0f);
AutoSizeAxes = Axes.Both;
AddInternal(new Box { Size = new Vector2(75) });

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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
{
hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value);
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
foreach (var obj in hitObject.NestedHitObjects)
computeLifetimeStartRecursive(obj);
@ -108,6 +108,35 @@ namespace osu.Game.Rulesets.UI.Scrolling
private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
{
float originAdjustment = 0.0f;
// calculate the dimension of the part of the hitobject that should already be visible
// when the hitobject origin first appears inside the scrolling container
switch (direction.Value)
{
case ScrollingDirection.Up:
originAdjustment = hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Down:
originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Left:
originAdjustment = hitObject.OriginPosition.X;
break;
case ScrollingDirection.Right:
originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
break;
}
var adjustedStartTime = scrollingInfo.Algorithm.TimeAt(-originAdjustment, hitObject.HitObject.StartTime, timeRange.Value, scrollLength);
return scrollingInfo.Algorithm.GetDisplayStartTime(adjustedStartTime, timeRange.Value);
}
// Cant use AddOnce() since the delegate is re-constructed every invocation
private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
{