// 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 osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Layout; 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(); // The lifetime of a hit object in this will be computed in next update. private readonly HashSet toComputeLifetime = new HashSet(); // The layout (length if IHasDuration, and nested object positions) of a hit object *not* in this set will be computed in next updated. // Only objects in `AliveObjects` are considered, to prevent a massive recomputation when scrolling speed or something changes. 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(); } public override void Clear(bool disposeChildren = true) { base.Clear(disposeChildren); toComputeLifetime.Clear(); layoutComputed.Clear(); } /// /// Given a position in screen space, return the time within this column. /// public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) { // convert to local space of column so we can snap and fetch correct location. Vector2 localPosition = ToLocalSpace(screenSpacePosition); float position = 0; switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: position = localPosition.Y; break; case ScrollingDirection.Right: case ScrollingDirection.Left: position = localPosition.X; break; } flipPositionIfRequired(ref position); return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength()); } /// /// Given a time, return the screen space position within this column. /// public Vector2 ScreenSpacePositionAtTime(double time) { var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength()); flipPositionIfRequired(ref pos); switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: return ToScreenSpace(new Vector2(getBreadth() / 2, pos)); default: return ToScreenSpace(new Vector2(pos, getBreadth() / 2)); } } private float getLength() { switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Left: case ScrollingDirection.Right: return DrawWidth; default: return DrawHeight; } } private float getBreadth() { switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: return DrawWidth; default: return DrawHeight; } } private void flipPositionIfRequired(ref float position) { // We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time. // The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position, // so when scrolling downwards the coordinates need to be flipped. switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Down: position = DrawHeight - position; break; case ScrollingDirection.Right: position = DrawWidth - position; break; } } /// /// Make this lifetime and layout computed in next update. /// private void invalidateHitObject(DrawableHitObject hitObject) { // Lifetime computation is delayed until next update because // when the hit object is not pooled this container is not loaded here and `scrollLength` cannot be computed. toComputeLifetime.Add(hitObject); layoutComputed.Remove(hitObject); } private void onAddRecursive(DrawableHitObject hitObject) { invalidateHitObject(hitObject); hitObject.DefaultsApplied += invalidateHitObject; foreach (var nested in hitObject.NestedHitObjects) onAddRecursive(nested); } protected override void OnAdd(DrawableHitObject drawableHitObject) => onAddRecursive(drawableHitObject); private void onRemoveRecursive(DrawableHitObject hitObject) { toComputeLifetime.Remove(hitObject); layoutComputed.Remove(hitObject); hitObject.DefaultsApplied -= invalidateHitObject; foreach (var nested in hitObject.NestedHitObjects) onRemoveRecursive(nested); } protected override void OnRemove(DrawableHitObject drawableHitObject) => onRemoveRecursive(drawableHitObject); private float scrollLength; protected override void Update() { base.Update(); if (!layoutCache.IsValid) { toComputeLifetime.Clear(); foreach (var hitObject in Objects) { if (hitObject.HitObject != null) toComputeLifetime.Add(hitObject); } layoutComputed.Clear(); scrollingInfo.Algorithm.Reset(); switch (direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: scrollLength = DrawSize.Y; break; default: scrollLength = DrawSize.X; break; } layoutCache.Validate(); } foreach (var hitObject in toComputeLifetime) hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject); toComputeLifetime.Clear(); // An assumption is that this update won't affect lifetime, // but this is satisfied in practice because otherwise the hit object won't be aligned to its `StartTime`. foreach (var obj in AliveObjects) { if (layoutComputed.Contains(obj)) continue; updateLayoutRecursive(obj); layoutComputed.Add(obj); } } 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; } return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength); } private void updateLayoutRecursive(DrawableHitObject hitObject) { if (hitObject.HitObject is IHasDuration e) { switch (direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength); break; case ScrollingDirection.Left: case ScrollingDirection.Right: hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength); break; } } 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); } } protected override void UpdateAfterChildrenLife() { base.UpdateAfterChildrenLife(); // We need to calculate hitobject positions as soon as possible after lifetimes so that hitobjects get the final say in their positions foreach (var obj in AliveObjects) updatePosition(obj, Time.Current); } private void updatePosition(DrawableHitObject hitObject, double currentTime) { switch (direction.Value) { case ScrollingDirection.Up: hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); break; case ScrollingDirection.Down: hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); break; case ScrollingDirection.Left: hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); break; case ScrollingDirection.Right: hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); break; } } } }