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Commit Graph

87 Commits

Author SHA1 Message Date
ekrctb
660bf50dc7 Clarify multiple coordinate systems
- Fix wrong position is set for DHOs for down/right scrolling direction.
2021-06-14 13:13:27 +09:00
ekrctb
09f1cbde7e Fix TimeAtPosition doc comment 2021-06-14 13:13:27 +09:00
ekrctb
fdb09ef4d7 Simplify flipPositionIfRequired using scrollLength 2021-06-14 13:13:27 +09:00
ekrctb
8cf4454780 Use Direction enum instead of int
The property is named `scrollingAxis` to distinguish from `direction`, which is of `ScrollingDirection` type (unfortunate name crash).
2021-06-14 13:13:27 +09:00
ekrctb
af3f253b21 Refactor ScrollingHitObjectContainer and expose more useful methods 2021-06-11 18:28:48 +09:00
ekrctb
b321b20e9d Remove OnAdd/OnRemove of HitObjectContainer
Instead, override `AddDrawable`/`RemoveDrawable`.
2021-06-03 15:00:16 +09:00
ekrctb
0ce7baa3f3 Make HitObjectContainer.Clear non-virtual
It just call `Remove` for all entries.
2021-06-03 15:00:16 +09:00
ekrctb
948a14a627 Merge branch 'simplify-shoc' into fix-scrolling-lifetime
# Conflicts:
#	osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
2021-05-31 16:50:47 +09:00
ekrctb
86d1225aad Reset lifetime to initial lifetime when layout is invalidated 2021-05-31 16:47:10 +09:00
ekrctb
6d96846776 Remove scrollLength caching field
It was not clear when the field is updated.
2021-05-31 16:28:02 +09:00
ekrctb
742c5b442b Remove delay of lifetime update
The scheduling is no longer necessary because `OnAdd` is changed to not invoked immediately for non-pooled DHOs.
2021-05-31 16:24:13 +09:00
ekrctb
3cedc0824d Don't add nested hit objects to the sets
Only top-level hit objects are checked for layout computation caching.
Also, lifetime of nested hit objects are not managed by the HitObjectContainer.
2021-05-31 16:20:35 +09:00
ekrctb
84a1a86c63 Revert "Use entry to calculate lifetime in ScrollingHOC"
This reverts commit 632bb70e
2021-05-18 19:55:31 +09:00
ekrctb
2c65b8fa93 Revert "Fix uninitialized scrollLength value is used"
This reverts commit 73dfb04d
2021-05-18 19:55:25 +09:00
ekrctb
73dfb04df8 Fix uninitialized scrollLength value is used 2021-04-29 15:17:30 +09:00
ekrctb
632bb70e0f Use entry to calculate lifetime in ScrollingHOC
DHOs cannot be used to calculate lifetime, it is not created before the entry became alive.
2021-04-29 15:04:32 +09:00
ekrctb
d262956146 Always use LifetimeEntry to manage hit objects in HitObjectContainer
Previously, non-pooled DHOs were immediately added as children of the HOC when Add is called. Also, non-pooled DHOs were always attached to the HOC as children.
New behavior is that non-pooled DHOs are only added after CheckChildLifetime, and only attached to the HOC while the DHOs are alive.

- LifetimeManagementContainer inheritance of HOC is removed, as it is now all DHOs are "unmanaged" (previously `AddInternal(false)`).
- The signature of `Clear` is changed, and it is now always not disposing the children immediately.
2021-04-29 14:38:01 +09:00
ekrctb
a548269c34 Fix scrolling hit object displayed in wrong position for one frame 2020-12-07 17:26:12 +09:00
smoogipoo
7ac2fba127 More reordering of public vs private methods 2020-11-30 17:44:58 +09:00
Dean Herbert
2745659986 Reword and xmldoc some comments 2020-11-30 15:54:20 +09:00
ekrctb
6e40de58e9 Use new OnAdd and OnRemove to invalidate DHO 2020-11-27 13:36:40 +09:00
ekrctb
eae33fe74a Fix format 2020-11-26 14:16:33 +09:00
ekrctb
e43f928588 Use DHO.HitObjectApplied to invalidate computation 2020-11-26 14:07:40 +09:00
ekrctb
f6faf95e33 Revert changes to HitObjectUsageBegan, not use it. 2020-11-26 14:01:46 +09:00
ekrctb
e34a205104 Rewrite hit object management, take three 2020-11-24 18:56:05 +09:00
ekrctb
7f6e4d5b21 Delay lifetime computation until loaded 2020-11-24 18:56:05 +09:00
ekrctb
d5f082e5fb Comment about lifetime assumption 2020-11-24 18:56:05 +09:00
ekrctb
ce57e8ddfb Separate Lifetime computation and layout update 2020-11-24 18:56:05 +09:00
ekrctb
cabc8aa63b Revert "Simplify ScrollingHitObjectContainer logic"
This reverts commit b4cc39149c117e6a0e95ee917a67cec8ba723d06.
2020-11-24 18:56:05 +09:00
ekrctb
8f39b54e58 Simplify ScrollingHitObjectContainer logic 2020-11-24 18:56:05 +09:00
ekrctb
5c743adbae Support hit object pooling scrolling playfield 2020-11-24 18:56:05 +09:00
smoogipoo
8f841b47e6 Cancel previous initial state computations 2020-07-24 19:31:08 +09:00
Dean Herbert
cbd563e80b Rename to IHasDuration 2020-05-27 12:38:39 +09:00
Dean Herbert
417e31d77f Rename function for consistency 2020-05-26 10:17:56 +09:00
Dean Herbert
d69111c665 Fix spelling of breadth 2020-05-26 10:17:34 +09:00
Dean Herbert
8fc60d12c9 Add back comments 2020-05-25 22:09:09 +09:00
Dean Herbert
2c16619ecd Move time to position conversion to ScrollingHitObjectContainer 2020-05-25 19:32:39 +09:00
Dan Balasescu
2f12c4126a
Apply suggestions from code review
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2020-05-10 13:49:08 +09:00
smoogipoo
be3b77cf25 Fix potentially skipping hitobject updates 2020-05-08 20:09:59 +09:00
smoogipoo
22dda3fe02 Make ScrollingHitObjectContainer respond to defaults applied events 2020-05-08 18:49:58 +09:00
smoogipoo
86ef73aa27 Implement HitObjectContainer.Clear() 2020-04-23 11:16:59 +09:00
smoogipoo
6c28fd21c7 osu-side changes 2020-02-24 20:52:15 +09:00
Bartłomiej Dach
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
Bartłomiej Dach
193e41f878 Add origin adjustment for hitobject lifetime
Visual inspection of taiko gameplay has shown that hitobjects appeared
on screen only when the origin of the hitobject came into the bounds
of the screen, instead of appearing when any visible part of the
hitobject came into the screen bounds.

This behaviour was due to lifetime calculation being based on the origin
of the hitobject and not taking into account the actual object
dimensions. Adjust the lifetime start of the hitobject by subtracting
the time needed to show the part of the hitobject that should already
be visible on screen when the origin comes into frame.
2019-12-26 20:37:29 +01:00
smoogipoo
0171b2ae7c Fix scrolling hitobjects expiring too soon 2019-11-01 12:10:03 +09:00
smoogipoo
af0c15a93c Fix initial hitobject states not being recomputed correctly 2019-09-24 16:48:39 +09:00
smoogipoo
d74e1b9b64 Remove from dictionary on Remove() 2019-09-02 15:06:43 +09:00
smoogipoo
8f8d35bd15 Delay initial hitobject state computation 2019-09-02 15:06:34 +09:00
Dean Herbert
0422c19c2f Group lifetime setters together 2019-08-26 19:06:23 +09:00
smoogipoo
fb1cd9e5e7 Add a sane default lifetime end for scrolling hitobjects 2019-08-26 16:47:23 +09:00