// 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.Caching; 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(); private readonly Dictionary hitObjectInitialStateCache = new Dictionary(); [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); // A combined cache across all hit object states to reduce per-update iterations. // When invalidated, one or more (but not necessarily all) hitobject states must be re-validated. private readonly Cached combinedObjCache = new Cached(); 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 Add(DrawableHitObject hitObject) { combinedObjCache.Invalidate(); hitObject.DefaultsApplied += onDefaultsApplied; base.Add(hitObject); } public override bool Remove(DrawableHitObject hitObject) { var result = base.Remove(hitObject); if (result) { combinedObjCache.Invalidate(); hitObjectInitialStateCache.Remove(hitObject); hitObject.DefaultsApplied -= onDefaultsApplied; } return result; } public override void Clear(bool disposeChildren = true) { foreach (var h in Objects) h.DefaultsApplied -= onDefaultsApplied; base.Clear(disposeChildren); combinedObjCache.Invalidate(); hitObjectInitialStateCache.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; } } private void onDefaultsApplied(DrawableHitObject drawableObject) { // The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame). // In such a case, combinedObjCache will take care of updating the hitobject. if (hitObjectInitialStateCache.TryGetValue(drawableObject, out var objCache)) { combinedObjCache.Invalidate(); objCache.Invalidate(); } } private float scrollLength; protected override void Update() { base.Update(); if (!layoutCache.IsValid) { foreach (var cached in hitObjectInitialStateCache.Values) cached.Invalidate(); combinedObjCache.Invalidate(); scrollingInfo.Algorithm.Reset(); layoutCache.Validate(); } if (!combinedObjCache.IsValid) { switch (direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: scrollLength = DrawSize.Y; break; default: scrollLength = DrawSize.X; break; } foreach (var obj in Objects) { if (!hitObjectInitialStateCache.TryGetValue(obj, out var objCache)) objCache = hitObjectInitialStateCache[obj] = new Cached(); if (objCache.IsValid) continue; computeLifetimeStartRecursive(obj); computeInitialStateRecursive(obj); objCache.Validate(); } combinedObjCache.Validate(); } } private void computeLifetimeStartRecursive(DrawableHitObject hitObject) { hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject); foreach (var obj in hitObject.NestedHitObjects) computeLifetimeStartRecursive(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); } // Cant use AddOnce() since the delegate is re-constructed every invocation private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() => { 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) { computeInitialStateRecursive(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; } } } }