// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Layout; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osuTK; namespace osu.Game.Rulesets.UI.Scrolling { public class ScrollingHitObjectContainer : HitObjectContainer { private readonly IBindable timeRange = new BindableDouble(); private readonly IBindable direction = new Bindable(); /// /// Whether the scrolling direction is horizontal or vertical. /// private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical; /// /// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis. /// /// /// is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future, /// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position. /// private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right; /// /// A set of top-level s which have an up-to-date layout. /// private readonly HashSet layoutComputed = new HashSet(); [Resolved] private IScrollingInfo scrollingInfo { get; set; } // Responds to changes in the layout. When the layout changes, all hit object states must be recomputed. private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo); public ScrollingHitObjectContainer() { RelativeSizeAxes = Axes.Both; AddLayout(layoutCache); } [BackgroundDependencyLoader] private void load() { direction.BindTo(scrollingInfo.Direction); timeRange.BindTo(scrollingInfo.TimeRange); direction.ValueChanged += _ => layoutCache.Invalidate(); timeRange.ValueChanged += _ => layoutCache.Invalidate(); } /// /// Given a position at , return the time of the object corresponding to the position. /// /// /// If there are multiple valid time values, one arbitrary time is returned. /// public double TimeAtPosition(float localPosition, double currentTime) { float scrollPosition = axisInverted ? scrollLength - localPosition : localPosition; return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength); } /// /// Given a position at the current time in screen space, return the time of the object corresponding the position. /// /// /// If there are multiple valid time values, one arbitrary time is returned. /// public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) { Vector2 localPosition = ToLocalSpace(screenSpacePosition); return TimeAtPosition(scrollingAxis == Direction.Horizontal ? localPosition.X : localPosition.Y, Time.Current); } /// /// Given a time, return the position along the scrolling axis within this at time . /// public float PositionAtTime(double time, double currentTime) { float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength); return axisInverted ? scrollLength - scrollPosition : scrollPosition; } /// /// Given a time, return the position along the scrolling axis within this at the current time. /// public float PositionAtTime(double time) => PositionAtTime(time, Time.Current); /// /// Given a time, return the screen space position within this . /// In the non-scrolling axis, the center of this is returned. /// public Vector2 ScreenSpacePositionAtTime(double time) { float localPosition = PositionAtTime(time, Time.Current); return scrollingAxis == Direction.Horizontal ? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2)) : ToScreenSpace(new Vector2(DrawWidth / 2, localPosition)); } /// /// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis. /// public float LengthAtTime(double startTime, double endTime) { return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength); } private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight; protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable) { base.AddDrawable(entry, drawable); invalidateHitObject(drawable); drawable.DefaultsApplied += invalidateHitObject; } protected override void RemoveDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable) { base.RemoveDrawable(entry, drawable); drawable.DefaultsApplied -= invalidateHitObject; layoutComputed.Remove(drawable); } private void invalidateHitObject(DrawableHitObject hitObject) { hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject); layoutComputed.Remove(hitObject); } protected override void Update() { base.Update(); if (layoutCache.IsValid) return; layoutComputed.Clear(); // Reset lifetime to the conservative estimation. // If a drawable becomes alive by this lifetime, its lifetime will be updated to a more precise lifetime in the next update. foreach (var entry in Entries) entry.SetInitialLifetime(); scrollingInfo.Algorithm.Reset(); layoutCache.Validate(); } protected override void UpdateAfterChildrenLife() { base.UpdateAfterChildrenLife(); // We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes // to prevent hit objects displayed in a wrong position for one frame. // Only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes). foreach (var obj in AliveObjects) { updatePosition(obj, Time.Current); if (layoutComputed.Contains(obj)) continue; updateLayoutRecursive(obj); layoutComputed.Add(obj); } } private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject) { // Origin position may be relative to the parent size Debug.Assert(hitObject.Parent != null); 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; } return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength); } private void updateLayoutRecursive(DrawableHitObject hitObject) { if (hitObject.HitObject is IHasDuration e) { float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime); if (scrollingAxis == Direction.Horizontal) hitObject.Width = length; else hitObject.Height = length; } foreach (var obj in hitObject.NestedHitObjects) { updateLayoutRecursive(obj); // Nested hitobjects don't need to scroll, but they do need accurate positions updatePosition(obj, hitObject.HitObject.StartTime); } } private void updatePosition(DrawableHitObject hitObject, double currentTime) { float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime); // The position returned from `PositionAtTime` is assuming the `TopLeft` anchor. // A correction is needed because the hit objects are using a different anchor for each direction (e.g. `BottomCentre` for `Bottom` direction). float anchorCorrection = axisInverted ? scrollLength : 0; if (scrollingAxis == Direction.Horizontal) hitObject.X = position - anchorCorrection; else hitObject.Y = position - anchorCorrection; } } }