1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 13:37:25 +08:00

Add reversing capability to ScrollingPlayfield.

This commit is contained in:
smoogipooo 2017-08-08 12:59:50 +09:00
parent bcd1b61529
commit c5ce86b9f3
4 changed files with 45 additions and 13 deletions

View File

@ -24,6 +24,8 @@ namespace osu.Desktop.Tests.Visual
/// </summary>
public class TestCaseScrollingPlayfield : OsuTestCase
{
private readonly TestHitRenderer hitRenderer;
public TestCaseScrollingPlayfield()
{
Clock = new FramedClock();
@ -50,7 +52,9 @@ namespace osu.Desktop.Tests.Visual
WorkingBeatmap beatmap = new TestWorkingBeatmap(b);
Add(new TestHitRenderer(beatmap, true));
Add(hitRenderer = new TestHitRenderer(beatmap, true));
AddStep("Reverse direction", () => hitRenderer.Playfield.Reversed.Value = !hitRenderer.Playfield.Reversed);
}
private class TestHitRenderer : ScrollingHitRenderer<TestPlayfield, TestHitObject, TestJudgement>
@ -60,6 +64,8 @@ namespace osu.Desktop.Tests.Visual
{
}
public new TestPlayfield Playfield => base.Playfield;
public override ScoreProcessor CreateScoreProcessor() => new TestScoreProcessor();
protected override BeatmapConverter<TestHitObject> CreateBeatmapConverter() => new TestBeatmapConverter();

View File

@ -124,7 +124,9 @@ namespace osu.Game.Rulesets.Mania.UI
for (int i = 0; i < columnCount; i++)
{
var c = new Column { VisibleTimeRange = VisibleTimeRange };
var c = new Column();
c.VisibleTimeRange.BindTo(VisibleTimeRange);
columns.Add(c);
AddNested(c);
}

View File

@ -26,6 +26,16 @@ namespace osu.Game.Rulesets.Timing
set { visibleTimeRange.BindTo(value); }
}
private readonly BindableBool reversed = new BindableBool();
/// <summary>
/// Whether to reverse the scrolling direction is reversed.
/// </summary>
public BindableBool Reversed
{
get { return reversed; }
set { reversed.BindTo(value); }
}
protected override Container<DrawableHitObject> Content => content;
private Container<DrawableHitObject> content;
@ -70,7 +80,14 @@ namespace osu.Game.Rulesets.Timing
// The speed adjustment happens by modifying our size by the multiplier while maintaining the visible time range as the relatve size for our children
Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? multiplier : 1, (ScrollingAxes & Axes.Y) > 0 ? multiplier : 1);
RelativeChildSize = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 1, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 1);
if (Reversed)
{
RelativeChildSize = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)-VisibleTimeRange : 1, (ScrollingAxes & Axes.Y) > 0 ? (float)-VisibleTimeRange : 1);
RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 0);
}
else
RelativeChildSize = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 1, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 1);
}
public override double LifetimeStart => ControlPoint.StartTime - VisibleTimeRange;

View File

@ -44,10 +44,10 @@ namespace osu.Game.Rulesets.UI
private const double time_span_step = 50;
/// <summary>
/// Gets or sets the range of time that is visible by the length of the scrolling axes.
/// The span of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
/// </summary>
private readonly BindableDouble visibleTimeRange = new BindableDouble(time_span_default)
public readonly BindableDouble VisibleTimeRange = new BindableDouble(time_span_default)
{
Default = time_span_default,
MinValue = time_span_min,
@ -55,14 +55,9 @@ namespace osu.Game.Rulesets.UI
};
/// <summary>
/// The span of time visible by the length of the scrolling axes.
/// Whether to reverse the scrolling direction is reversed.
/// </summary>
/// <returns></returns>
public BindableDouble VisibleTimeRange
{
get { return visibleTimeRange; }
set { visibleTimeRange.BindTo(value); }
}
public readonly BindableBool Reversed = new BindableBool();
/// <summary>
/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
@ -80,7 +75,8 @@ namespace osu.Game.Rulesets.UI
base.HitObjects = HitObjects = new ScrollingHitObjectContainer(scrollingAxes)
{
RelativeSizeAxes = Axes.Both,
VisibleTimeRange = VisibleTimeRange
VisibleTimeRange = VisibleTimeRange,
Reversed = Reversed
};
}
@ -158,6 +154,16 @@ namespace osu.Game.Rulesets.UI
set { visibleTimeRange.BindTo(value); }
}
private readonly BindableBool reversed = new BindableBool();
/// <summary>
/// Whether to reverse the scrolling direction is reversed.
/// </summary>
public BindableBool Reversed
{
get { return reversed; }
set { reversed.BindTo(value); }
}
protected override Container<DrawableHitObject<TObject, TJudgement>> Content => content;
private readonly Container<DrawableHitObject<TObject, TJudgement>> content;
@ -188,6 +194,7 @@ namespace osu.Game.Rulesets.UI
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.ScrollingAxes = scrollingAxes;
speedAdjustment.Reversed = Reversed;
AddInternal(speedAdjustment);
}