// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Linq; using osu.Framework.Caching; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Objects.Drawables; using OpenTK; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.Timing { /// /// A container that scrolls relative to the current time. Will autosize to the total duration of all contained hit objects along the scrolling axes. /// public abstract class ScrollingContainer : Container { /// /// Gets or sets the range of time that is visible by the length of the scrolling axes. /// public readonly BindableDouble VisibleTimeRange = new BindableDouble { Default = 1000 }; /// /// The axes through which this scrolls. This is set by the . /// internal Axes ScrollingAxes; public override bool RemoveWhenNotAlive => false; /// /// The control point that defines the speed adjustments for this container. This is set by the . /// internal MultiplierControlPoint ControlPoint; private Cached durationBacking; /// /// Creates a new . /// protected ScrollingContainer() { RelativeSizeAxes = Axes.Both; RelativePositionAxes = Axes.Both; } public override void InvalidateFromChild(Invalidation invalidation) { // We only want to re-compute our size when a child's size or position has changed if ((invalidation & Invalidation.RequiredParentSizeToFit) == 0) { base.InvalidateFromChild(invalidation); return; } durationBacking.Invalidate(); base.InvalidateFromChild(invalidation); } private double computeDuration() { if (!Children.Any()) return 0; double baseDuration = Children.Max(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime) - ControlPoint.StartTime; // If we have a singular hit object at the timing section's start time, let's set a sane default duration if (baseDuration == 0) baseDuration = 1; // This container needs to resize such that it completely encloses the hit objects to avoid masking optimisations. This is done by converting the largest // 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. // Find the largest element that is absolutely-sized along ScrollingAxes float maxAbsoluteSize = Children.Select(c => (ScrollingAxes & Axes.X) > 0 ? c.DrawWidth : c.DrawHeight) .DefaultIfEmpty().Max(); float ourAbsoluteSize = (ScrollingAxes & Axes.X) > 0 ? DrawWidth : DrawHeight; // Add the extra duration to account for the absolute size baseDuration *= 1 + maxAbsoluteSize / ourAbsoluteSize; return baseDuration; } /// /// The maximum duration of any one hit object inside this . This is calculated as the maximum /// duration of all hit objects relative to this 's . /// public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration()); protected override void Update() { base.Update(); RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0); // We want our size and position-space along the scrolling axes to span our duration to completely enclose all the hit objects Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y); // And we need to make sure the hit object's position-space doesn't change due to our resizing RelativeChildSize = Size; } } }