// 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.Graphics.Primitives; 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(); /// /// A set containing all which have an up-to-date layout. /// private readonly HashSet layoutComputed = new HashSet(); /// /// A conservative estimate of maximum bounding box of a /// with respect to the start time position of the hit object. /// It is used to calculate when the object appears inbound. /// protected virtual RectangleF GetDrawRectangle(HitObjectLifetimeEntry entry) => new RectangleF().Inflate(100); [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() { base.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; } } protected override void OnAdd(DrawableHitObject drawableHitObject) => onAddRecursive(drawableHitObject); protected override void OnRemove(DrawableHitObject drawableHitObject) => onRemoveRecursive(drawableHitObject); private void onAddRecursive(DrawableHitObject hitObject) { invalidateHitObject(hitObject); hitObject.DefaultsApplied += invalidateHitObject; foreach (var nested in hitObject.NestedHitObjects) onAddRecursive(nested); } private void onRemoveRecursive(DrawableHitObject hitObject) { layoutComputed.Remove(hitObject); hitObject.DefaultsApplied -= invalidateHitObject; foreach (var nested in hitObject.NestedHitObjects) onRemoveRecursive(nested); } private void invalidateHitObject(DrawableHitObject hitObject) { if (hitObject.ParentHitObject == null) updateLifetime(hitObject.Entry); layoutComputed.Remove(hitObject); } protected override void Update() { base.Update(); if (!layoutCache.IsValid) { foreach (var entry in Entries) updateLifetime(entry); layoutComputed.Clear(); scrollingInfo.Algorithm.Reset(); layoutCache.Validate(); } } // 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. protected override void UpdateAfterChildrenLife() { base.UpdateAfterChildrenLife(); // 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 void updateLifetime(HitObjectLifetimeEntry entry) { var rectangle = GetDrawRectangle(entry); float startOffset = 0; switch (direction.Value) { case ScrollingDirection.Right: startOffset = rectangle.Right; break; case ScrollingDirection.Down: startOffset = rectangle.Bottom; break; case ScrollingDirection.Left: startOffset = -rectangle.Left; break; case ScrollingDirection.Up: startOffset = -rectangle.Top; break; } entry.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(entry.HitObject.StartTime, startOffset, timeRange.Value, getLength()); } 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, getLength()); break; case ScrollingDirection.Left: case ScrollingDirection.Right: hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, getLength()); 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); } } private void updatePosition(DrawableHitObject hitObject, double currentTime) { switch (direction.Value) { case ScrollingDirection.Up: hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, getLength()); break; case ScrollingDirection.Down: hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, getLength()); break; case ScrollingDirection.Left: hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, getLength()); break; case ScrollingDirection.Right: hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, getLength()); break; } } } }