// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Caching; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.UI.Scrolling { public class ScrollingHitObjectContainer : HitObjectContainer { /// /// A multiplier applied to the length of the scrolling area to determine a safe default lifetime end for hitobjects. /// This is only used to limit the lifetime end within reason, as proper lifetime management should be implemented on hitobjects themselves. /// private const float safe_lifetime_end_multiplier = 2; private readonly IBindable timeRange = new BindableDouble(); private readonly IBindable direction = new Bindable(); [Resolved] private IScrollingInfo scrollingInfo { get; set; } private readonly Cached initialStateCache = new Cached(); public ScrollingHitObjectContainer() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { direction.BindTo(scrollingInfo.Direction); timeRange.BindTo(scrollingInfo.TimeRange); direction.ValueChanged += _ => initialStateCache.Invalidate(); timeRange.ValueChanged += _ => initialStateCache.Invalidate(); } public override void Add(DrawableHitObject hitObject) { initialStateCache.Invalidate(); base.Add(hitObject); } public override bool Remove(DrawableHitObject hitObject) { var result = base.Remove(hitObject); if (result) initialStateCache.Invalidate(); return result; } public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true) { if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0) initialStateCache.Invalidate(); return base.Invalidate(invalidation, source, shallPropagate); } private float scrollLength; protected override void Update() { base.Update(); if (!initialStateCache.IsValid) { switch (direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: scrollLength = DrawSize.Y; break; default: scrollLength = DrawSize.X; break; } scrollingInfo.Algorithm.Reset(); foreach (var obj in Objects) computeInitialStateRecursive(obj); initialStateCache.Validate(); } } private void computeInitialStateRecursive(DrawableHitObject hitObject) { hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value); if (hitObject.HitObject is IHasEndTime endTime) { hitObject.LifetimeEnd = scrollingInfo.Algorithm.TimeAt(scrollLength * safe_lifetime_end_multiplier, endTime.EndTime, timeRange.Value, scrollLength); switch (direction.Value) { case ScrollingDirection.Up: case ScrollingDirection.Down: hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, endTime.EndTime, timeRange.Value, scrollLength); break; case ScrollingDirection.Left: case ScrollingDirection.Right: hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, endTime.EndTime, timeRange.Value, scrollLength); break; } } else hitObject.LifetimeEnd = scrollingInfo.Algorithm.TimeAt(scrollLength * safe_lifetime_end_multiplier, hitObject.HitObject.StartTime, timeRange.Value, scrollLength); 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; } } } }