// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Framework.Layout; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.UI.Scrolling.Algorithms; using osuTK; namespace osu.Game.Rulesets.UI.Scrolling { public partial class ScrollingHitObjectContainer : HitObjectContainer { private readonly IBindable timeRange = new BindableDouble(); private readonly IBindable direction = new Bindable(); private readonly IBindable algorithm = 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); algorithm.BindTo(scrollingInfo.Algorithm); direction.ValueChanged += _ => layoutCache.Invalidate(); timeRange.ValueChanged += _ => layoutCache.Invalidate(); algorithm.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 ? -localPosition : localPosition; return algorithm.Value.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 pos = ToLocalSpace(screenSpacePosition); float localPosition = scrollingAxis == Direction.Horizontal ? pos.X : pos.Y; localPosition -= axisInverted ? scrollLength : 0; return TimeAtPosition(localPosition, Time.Current); } /// /// Given a time, return the position along the scrolling axis within this at time . /// public float PositionAtTime(double time, double currentTime, double? originTime = null) { float scrollPosition = algorithm.Value.PositionAt(time, currentTime, timeRange.Value, scrollLength, originTime); return axisInverted ? -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); localPosition += axisInverted ? scrollLength : 0; 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 algorithm.Value.GetLength(startTime, endTime, timeRange.Value, scrollLength); } private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight; public override void Add(HitObjectLifetimeEntry entry) { // Scroll info is not available until loaded. // The lifetime of all entries will be updated in the first Update. if (IsLoaded) setComputedLifetimeStart(entry); base.Add(entry); } 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) { layoutComputed.Remove(hitObject); } protected override void Update() { base.Update(); if (layoutCache.IsValid) return; layoutComputed.Clear(); foreach (var entry in Entries) setComputedLifetimeStart(entry); algorithm.Value.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 AliveEntries need to be considered for layout (reduces overhead in the case of scroll speed changes). // We are not using AliveObjects directly to avoid selection/sorting overhead since we don't care about the order at which positions will be updated. foreach (var entry in AliveEntries) { var obj = entry.Value; updatePosition(obj, Time.Current); if (layoutComputed.Contains(obj)) continue; updateLayoutRecursive(obj); layoutComputed.Add(obj); } } /// /// Get a conservative maximum bounding box of a corresponding to . /// It is used to calculate when the hit object appears. /// protected virtual RectangleF GetConservativeBoundingBox(HitObjectLifetimeEntry entry) => new RectangleF().Inflate(100); private double computeDisplayStartTime(HitObjectLifetimeEntry entry) { RectangleF boundingBox = GetConservativeBoundingBox(entry); float startOffset = 0; switch (direction.Value) { case ScrollingDirection.Right: startOffset = boundingBox.Right; break; case ScrollingDirection.Down: startOffset = boundingBox.Bottom; break; case ScrollingDirection.Left: startOffset = -boundingBox.Left; break; case ScrollingDirection.Up: startOffset = -boundingBox.Top; break; } return algorithm.Value.GetDisplayStartTime(entry.HitObject.StartTime, startOffset, timeRange.Value, scrollLength); } private void setComputedLifetimeStart(HitObjectLifetimeEntry entry) { double computedStartTime = computeDisplayStartTime(entry); // always load the hitobject before its first judgement offset entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - entry.HitObject.MaximumJudgementOffset, computedStartTime); } private void updateLayoutRecursive(DrawableHitObject hitObject, double? parentHitObjectStartTime = null) { parentHitObjectStartTime ??= hitObject.HitObject.StartTime; 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, parentHitObjectStartTime); // Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime updatePosition(obj, hitObject.HitObject.StartTime, parentHitObjectStartTime); setComputedLifetimeStart(obj.Entry); } } private void updatePosition(DrawableHitObject hitObject, double currentTime, double? parentHitObjectStartTime = null) { float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime, parentHitObjectStartTime); if (scrollingAxis == Direction.Horizontal) hitObject.X = position; else hitObject.Y = position; } } }