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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
2018-11-08 14:04:20 +09:00

179 lines
6.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Visualisers;
namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
/// <summary>
/// The duration required to scroll through one length of the <see cref="ScrollingHitObjectContainer"/> before any control point adjustments.
/// </summary>
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
/// <summary>
/// The control points that adjust the scrolling speed.
/// </summary>
protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
private readonly ISpeedChangeVisualiser visualiser;
private Cached initialStateCache = new Cached();
public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
{
RelativeSizeAxes = Axes.Both;
TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
Direction.ValueChanged += _ => initialStateCache.Invalidate();
switch (visualisationMethod)
{
case SpeedChangeVisualisationMethod.Sequential:
visualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Overlapping:
visualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Constant:
visualiser = new ConstantSpeedChangeVisualiser();
break;
}
}
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 void AddControlPoint(MultiplierControlPoint controlPoint)
{
ControlPoints.Add(controlPoint);
initialStateCache.Invalidate();
}
public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
{
var result = ControlPoints.Remove(controlPoint);
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;
}
visualiser.Reset();
foreach (var obj in Objects)
computeInitialStateRecursive(obj);
initialStateCache.Validate();
}
}
private void computeInitialStateRecursive(DrawableHitObject hitObject)
{
hitObject.LifetimeStart = visualiser.GetDisplayStartTime(hitObject.HitObject.StartTime, TimeRange);
if (hitObject.HitObject is IHasEndTime endTime)
{
switch (Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
hitObject.Height = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime, TimeRange, scrollLength);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
hitObject.Width = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime, TimeRange, 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 = visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime, TimeRange, scrollLength);
break;
case ScrollingDirection.Down:
hitObject.Y = -visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime, TimeRange, scrollLength);
break;
case ScrollingDirection.Left:
hitObject.X = visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime, TimeRange, scrollLength);
break;
case ScrollingDirection.Right:
hitObject.X = -visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime, TimeRange, scrollLength);
break;
}
}
}
}