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Rewrite/add comments.
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@ -7,8 +7,7 @@ using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A <see cref="ScrollingContainer"/> which scrolls relative to the control point start time.
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/// This is the default <see cref="ScrollingContainer"/> returned by the base <see cref="SpeedAdjustmentContainer"/>.
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/// A <see cref="ScrollingContainer"/> which scrolls linearly relative to the <see cref="MultiplierControlPoint"/> start time.
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/// </summary>
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internal class LinearScrollingContainer : ScrollingContainer
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{
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@ -13,29 +13,13 @@ using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
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///
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/// <para>
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/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
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/// positions/sizes to make proper use of this container.
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/// </para>
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///
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/// <para>
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/// This container will auto-size to the total duration of the contained hit objects along the desired auto-sizing axes such that the resulting size
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/// of this container will be a value representing the total duration of all contained hit objects.
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/// </para>
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///
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/// <para>
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/// This container is and must always be relatively-sized and positioned to its such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/>
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/// and <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
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/// </para>
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/// A container that scrolls relative to the current time. Will autosize to the total duration of all contained hit objects along the scrolling axes.
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/// </summary>
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public abstract class ScrollingContainer : Container<DrawableHitObject>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// </summary>
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public BindableDouble VisibleTimeRange
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{
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@ -44,34 +28,17 @@ namespace osu.Game.Rulesets.Timing
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}
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/// <summary>
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/// Axes through which this timing section scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// The axes through which this <see cref="ScrollingContainer"/> scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal Axes ScrollingAxes;
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/// <summary>
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/// The control point that provides the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// The control point that defines the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal MultiplierControlPoint ControlPoint;
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private Cached<double> durationBacking;
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protected override int Compare(Drawable x, Drawable y)
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{
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var xHitObject = x as DrawableHitObject;
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var yHitObject = y as DrawableHitObject;
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// If either of the two drawables are not hit objects, fall back to the base comparer
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if (xHitObject?.HitObject == null || yHitObject?.HitObject == null)
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return base.Compare(x, y);
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// Compare by start time
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int i = yHitObject.HitObject.StartTime.CompareTo(xHitObject.HitObject.StartTime);
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if (i != 0)
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return i;
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return base.Compare(x, y);
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}
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/// <summary>
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/// Creates a new <see cref="ScrollingContainer"/>.
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/// </summary>
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@ -106,13 +73,8 @@ namespace osu.Game.Rulesets.Timing
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if (baseDuration == 0)
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baseDuration = 1;
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// 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
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// 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
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// completely enclose the hit object to avoid the masking optimisations.
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//
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// 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.
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// 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
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// 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.
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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.Where(c => (c.RelativeSizeAxes & ScrollingAxes) == 0)
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@ -129,7 +91,7 @@ namespace osu.Game.Rulesets.Timing
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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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/// end time between all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// duration of all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// </summary>
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public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration());
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@ -137,7 +99,7 @@ namespace osu.Game.Rulesets.Timing
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{
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base.Update();
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// We want our size and position-space along ScrollingAxes to span our duration to completely enclose all the hit objects
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// We want our size and position-space along the scrolling axes to span our duration to completely enclose all the hit objects
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Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y);
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// And we need to make sure the hit object's position-space doesn't change due to our resizing
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RelativeChildSize = Size;
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@ -11,19 +11,14 @@ using OpenTK;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A container for hit objects which applies applies the speed adjustments defined by the properties of a <see cref="Timing.MultiplierControlPoint"/>
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/// to affect the scroll speed of the contained <see cref="ScrollingContainer"/>.
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///
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/// <para>
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/// This container must always be relatively-sized to its parent to provide the speed adjustments. This container will provide the speed adjustments
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/// by modifying its size while maintaining a constant <see cref="Container{T}.RelativeChildSize"/> for its children
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/// </para>
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/// A container that provides the speed adjustments defined by <see cref="MultiplierControlPoint"/>s to affect the scroll speed
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/// of container <see cref="DrawableHitObject"/>s.
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/// </summary>
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public class SpeedAdjustmentContainer : Container<DrawableHitObject>
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{
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private readonly Bindable<double> visibleTimeRange = new Bindable<double> { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// </summary>
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public Bindable<double> VisibleTimeRange
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{
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@ -35,10 +30,13 @@ namespace osu.Game.Rulesets.Timing
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private Container<DrawableHitObject> content;
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/// <summary>
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/// Axes which the content of this container will scroll through.
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/// The axes which the content of this container will scroll through.
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/// </summary>
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public Axes ScrollingAxes { get; internal set; }
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/// <summary>
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/// The <see cref="MultiplierControlPoint"/> that defines the speed adjustments.
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/// </summary>
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public readonly MultiplierControlPoint ControlPoint;
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private ScrollingContainer scrollingContainer;
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@ -46,11 +44,10 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> which provides the speed adjustments for this container.</param>
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/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> that defines the speed adjustments.</param>
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public SpeedAdjustmentContainer(MultiplierControlPoint controlPoint)
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{
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ControlPoint = controlPoint;
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RelativeSizeAxes = Axes.Both;
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}
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@ -93,17 +90,17 @@ namespace osu.Game.Rulesets.Timing
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}
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/// <summary>
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/// 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.
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/// Whether a <see cref="DrawableHitObject"/> falls within this <see cref="SpeedAdjustmentContainer"/>s affecting timespan.
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/// </summary>
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public bool CanContain(DrawableHitObject hitObject) => CanContain(hitObject.HitObject.StartTime);
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/// <summary>
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/// Whether this speed adjustment can contain an object placed at a time value. This is true if the time occurs after this speed adjustment.
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/// Whether a point in time falls within this <see cref="SpeedAdjustmentContainer"/>s affecting timespan.
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/// </summary>
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public bool CanContain(double startTime) => ControlPoint.StartTime <= startTime;
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/// <summary>
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/// Creates the container which contains a collection of hit objects and scrolls through this SpeedAdjustmentContainer.
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/// Creates the <see cref="ScrollingContainer"/> which contains the scrolling <see cref="DrawableHitObject"/>s of this container.
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/// </summary>
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/// <returns>The <see cref="ScrollingContainer"/>.</returns>
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protected virtual ScrollingContainer CreateScrollingContainer() => new LinearScrollingContainer(ScrollingAxes, ControlPoint);
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@ -17,14 +17,19 @@ using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A type of <see cref="HitRenderer{TObject, TJudgement}"/> that exposes <see cref="MultiplierControlPoint"/>s to be used
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/// in <see cref="SpeedAdjustmentCollection"/>s.
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/// A type of <see cref="HitRenderer{TPlayfield, TObject, TJudgement}"/> that supports a <see cref="ScrollingPlayfield{TObject, TJudgement}"/>.
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/// <see cref="HitObject"/>s inside this <see cref="HitRenderer{TPlayfield, TObject, TJudgement}"/> will scroll within the playfield.
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/// </summary>
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public abstract class ScrollingHitRenderer<TPlayfield, TObject, TJudgement> : HitRenderer<TPlayfield, TObject, TJudgement>
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where TObject : HitObject
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where TJudgement : Judgement
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where TPlayfield : ScrollingPlayfield<TObject, TJudgement>
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{
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/// <summary>
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/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
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/// inside this <see cref="HitRenderer{TPlayfield, TObject, TJudgement}"/>.
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/// </summary>
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/// <returns></returns>
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protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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protected ScrollingHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
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@ -87,15 +92,16 @@ namespace osu.Game.Rulesets.UI
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DefaultControlPoints.AddRange(timingChanges);
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// If we have no control points, add a default one
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if (DefaultControlPoints.Count == 0)
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DefaultControlPoints.Add(new MultiplierControlPoint());
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}
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/// <summary>
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/// Generates a control point with the default timing change/difficulty change from the beatmap at a time.
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/// Generates a <see cref="MultiplierControlPoint"/> with the default timing change/difficulty change from the beatmap at a time.
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/// </summary>
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/// <param name="time">The time to create the control point at.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
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/// <returns>The default <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
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public MultiplierControlPoint CreateControlPointAt(double time)
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{
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if (DefaultControlPoints.Count == 0)
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@ -108,6 +114,11 @@ namespace osu.Game.Rulesets.UI
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return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
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}
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/// <summary>
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/// Creates a <see cref="SpeedAdjustmentContainer"/> that facilitates the movement of hit objects.
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/// </summary>
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/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> that provides the speed adjustments for the hitobjects.</param>
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/// <returns>The <see cref="SpeedAdjustmentContainer"/>.</returns>
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protected virtual SpeedAdjustmentContainer CreateSpeedAdjustmentContainer(MultiplierControlPoint controlPoint) => new SpeedAdjustmentContainer(controlPoint);
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}
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}
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@ -15,17 +15,33 @@ using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A type of <see cref="Playfield{TObject, TJudgement}"/> specialized towards scrolling <see cref="DrawableHitObjects"/>.
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/// </summary>
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public class ScrollingPlayfield<TObject, TJudgement> : Playfield<TObject, TJudgement>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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/// <summary>
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/// The default span of time visible by the length of the scrolling axes.
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/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
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/// </summary>
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private const double time_span_default = 1500;
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/// <summary>
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/// The minimum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_min = 50;
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/// <summary>
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/// The maximum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_max = 10000;
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/// <summary>
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/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_step = 50;
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this playfield the scrolling axis direction.
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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private readonly BindableDouble visibleTimeRange = new BindableDouble(time_span_default)
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@ -35,14 +51,26 @@ namespace osu.Game.Rulesets.UI
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MaxValue = time_span_max
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};
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/// <summary>
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/// The span of time visible by the length of the scrolling axes.
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/// </summary>
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/// <returns></returns>
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public BindableDouble VisibleTimeRange
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{
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get { return visibleTimeRange; }
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set { visibleTimeRange.BindTo(value); }
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}
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/// <summary>
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/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
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/// </summary>
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internal new readonly ScrollingHitObjectContainer HitObjects;
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/// <summary>
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/// Creates a new <see cref="ScrollingPlayfield{TObject, TJudgement}"/>.
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/// </summary>
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/// <param name="scrollingAxes">The axes on which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
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/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width</param>
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protected ScrollingPlayfield(Axes scrollingAxes, float? customWidth = null)
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: base(customWidth)
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{
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@ -54,8 +82,16 @@ namespace osu.Game.Rulesets.UI
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}
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private List<ScrollingPlayfield<TObject, TJudgement>> nestedPlayfields;
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/// <summary>
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/// All the <see cref="ScrollingPlayfield{TObject, TJudgement}"/>s nested inside this playfield.
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/// </summary>
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public IEnumerable<ScrollingPlayfield<TObject, TJudgement>> NestedPlayfields => nestedPlayfields;
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/// <summary>
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/// Adds a <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to this playfield. The nested <see cref="ScrollingPlayfield{TObject, TJudgement}"/>
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/// will be given all of the same speed adjustments as this playfield.
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/// </summary>
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/// <param name="otherPlayfield">The <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to add.</param>
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protected void AddNested(ScrollingPlayfield<TObject, TJudgement> otherPlayfield)
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{
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if (nestedPlayfields == null)
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@ -104,19 +140,13 @@ namespace osu.Game.Rulesets.UI
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}
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/// <summary>
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/// A collection of <see cref="SpeedAdjustmentContainer"/>s.
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///
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/// <para>
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/// This container redirects any <see cref="DrawableHitObject"/>'s added to it to the <see cref="SpeedAdjustmentContainer"/>
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/// which provides the speed adjustment active at the start time of the hit object. Furthermore, this container provides the
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/// necessary <see cref="VisibleTimeRange"/> for the contained <see cref="SpeedAdjustmentContainer"/>s.
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/// </para>
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/// A container that provides the foundation for sorting <see cref="DrawableHitObject"/>s into <see cref="SpeedAdjustmentContainer"/>s.
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/// </summary>
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internal class ScrollingHitObjectContainer : HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public Bindable<double> VisibleTimeRange
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@ -126,9 +156,6 @@ namespace osu.Game.Rulesets.UI
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}
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protected override Container<DrawableHitObject<TObject, TJudgement>> Content => content;
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/// <summary>
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/// The following is never used - it only exists for the purpose of being able to use AddInternal below.
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/// </summary>
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private Container<DrawableHitObject<TObject, TJudgement>> content;
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/// <summary>
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@ -146,9 +173,14 @@ namespace osu.Game.Rulesets.UI
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{
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this.scrollingAxes = scrollingAxes;
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// The following is never used - it only exists for the purpose of being able to use AddInternal below.
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content = new Container<DrawableHitObject<TObject, TJudgement>>();
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}
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/// <summary>
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/// Adds a <see cref="SpeedAdjustmentContainer"/> to this container.
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/// </summary>
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/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/>.</param>
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public void AddSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
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{
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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@ -157,8 +189,8 @@ namespace osu.Game.Rulesets.UI
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}
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/// <summary>
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/// Adds a hit object to this <see cref="ScrollingHitObjectContainer"/>. The hit objects will be kept in a queue
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/// and will be processed when new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="ScrollingHitObjectContainer"/>.
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/// Adds a hit object to this <see cref="ScrollingHitObjectContainer"/>. The hit objects will be queued to be processed
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/// new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="ScrollingHitObjectContainer"/>.
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/// </summary>
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/// <param name="hitObject">The hit object to add.</param>
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public override void Add(DrawableHitObject<TObject, TJudgement> hitObject)
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