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124 lines
5.5 KiB
C#
124 lines
5.5 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Caching;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
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///
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/// <para>
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/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
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/// positions/sizes to make proper use of this container.
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/// </para>
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///
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/// <para>
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/// This container will auto-size to the total size of its children along the desired auto-sizing axes such that the reasulting size
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/// of this container will also be a time value.
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/// </para>
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///
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/// <para>
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/// This container will always be relatively-sized and positioned to its parent through the use of <see cref="Drawable.RelativeSizeAxes"/>
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/// and <see cref="Drawable.RelativePositionAxes"/> such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
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/// </para>
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/// </summary>
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public abstract class DrawableTimingSection : Container<DrawableHitObject>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble();
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public BindableDouble VisibleTimeRange
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{
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get { return visibleTimeRange; }
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set { visibleTimeRange.BindTo(value); }
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}
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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private readonly Axes autoSizingAxes;
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private Cached layout = new Cached();
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/// <summary>
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/// Creates a new <see cref="DrawableTimingSection"/>.
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/// </summary>
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/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
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protected DrawableTimingSection(Axes autoSizingAxes)
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{
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this.autoSizingAxes = autoSizingAxes;
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// We need a default size since RelativeSizeAxes is overridden
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Size = Vector2.One;
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}
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public override Axes AutoSizeAxes { set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-sized."); } }
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public override Axes RelativeSizeAxes
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{
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get { return Axes.Both; }
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set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-sized."); }
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}
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public override Axes RelativePositionAxes
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{
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get { return Axes.Both; }
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set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-positioned."); }
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}
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public override void InvalidateFromChild(Invalidation invalidation)
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{
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// We only want to re-compute our size when a child's size or position has changed
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if ((invalidation & Invalidation.RequiredParentSizeToFit) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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layout.Invalidate();
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base.InvalidateFromChild(invalidation);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!layout.EnsureValid())
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{
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layout.Refresh(() =>
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{
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if (!Children.Any())
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return;
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//double maxDuration = Children.Select(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime).Max();
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//float width = (float)maxDuration - RelativeChildOffset.X;
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//float height = (float)maxDuration - RelativeChildOffset.Y;
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// Auto-size to the total size of our children
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// This ends up being the total duration of our children, however for now this is a more sure-fire way to calculate this
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// than the above due to some undesired masking optimisations causing some hit objects to be culled...
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// Todo: When this is investigated more we should use the above method as it is a little more exact
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float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X;
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float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
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// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
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Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
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// Then to make our position-space be time values again, we need our relative child size to follow our size
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RelativeChildSize = Size;
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});
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}
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}
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}
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}
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