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252 lines
9.7 KiB
C#
252 lines
9.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public class ScrollingHitObjectContainer : HitObjectContainer
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{
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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/// <summary>
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/// 0 for horizontal scroll, 1 for vertical scroll.
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/// </summary>
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private int scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? 0 : 1;
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/// <summary>
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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public ScrollingHitObjectContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddLayout(layoutCache);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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direction.BindTo(scrollingInfo.Direction);
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timeRange.BindTo(scrollingInfo.TimeRange);
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direction.ValueChanged += _ => layoutCache.Invalidate();
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timeRange.ValueChanged += _ => layoutCache.Invalidate();
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}
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/// <summary>
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/// Given a position along the scrolling axis, return the time within this <see cref="HitObjectContainer"/>.
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/// </summary>
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/// <param name="position">The position along the scrolling axis.</param>
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/// <param name="referenceTime">The time the scrolling speed is used.</param>
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public double TimeAtPosition(float position, double referenceTime)
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{
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, referenceTime, timeRange.Value, scrollLength);
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}
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/// <summary>
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/// Given a position in screen space, return the time within this <see cref="HitObjectContainer"/>.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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return TimeAtPosition(localPosition[scrollingAxis], Time.Current);
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
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/// </summary>
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public float PositionAtTime(double time, double currentTime)
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{
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float pos = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
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flipPositionIfRequired(ref pos);
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return pos;
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
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/// </summary>
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public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
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/// <summary>
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/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
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/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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float position = PositionAtTime(time, Time.Current);
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return scrollingAxis == 0
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? ToScreenSpace(new Vector2(position, DrawHeight / 2))
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: ToScreenSpace(new Vector2(DrawWidth / 2, position));
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}
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/// <summary>
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/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
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/// </summary>
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public float LengthAtTime(double startTime, double endTime)
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{
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return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
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}
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private float scrollLength => DrawSize[scrollingAxis];
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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position = DrawHeight - position;
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break;
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case ScrollingDirection.Right:
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position = DrawWidth - position;
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break;
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}
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}
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protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
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{
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base.AddDrawable(entry, drawable);
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invalidateHitObject(drawable);
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drawable.DefaultsApplied += invalidateHitObject;
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}
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protected override void RemoveDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
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{
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base.RemoveDrawable(entry, drawable);
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drawable.DefaultsApplied -= invalidateHitObject;
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layoutComputed.Remove(drawable);
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}
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private void invalidateHitObject(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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layoutComputed.Remove(hitObject);
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}
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protected override void Update()
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{
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base.Update();
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if (layoutCache.IsValid) return;
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layoutComputed.Clear();
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// Reset lifetime to the conservative estimation.
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// If a drawable becomes alive by this lifetime, its lifetime will be updated to a more precise lifetime in the next update.
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foreach (var entry in Entries)
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entry.SetInitialLifetime();
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scrollingInfo.Algorithm.Reset();
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layoutCache.Validate();
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}
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protected override void UpdateAfterChildrenLife()
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{
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base.UpdateAfterChildrenLife();
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// We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes
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// to prevent hit objects displayed in a wrong position for one frame.
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// Only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes).
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foreach (var obj in AliveObjects)
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{
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updatePosition(obj, Time.Current);
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if (layoutComputed.Contains(obj))
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continue;
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updateLayoutRecursive(obj);
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layoutComputed.Add(obj);
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}
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}
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private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
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{
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// Origin position may be relative to the parent size
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Debug.Assert(hitObject.Parent != null);
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float originAdjustment = 0.0f;
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// calculate the dimension of the part of the hitobject that should already be visible
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// when the hitobject origin first appears inside the scrolling container
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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originAdjustment = hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Down:
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originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Left:
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originAdjustment = hitObject.OriginPosition.X;
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break;
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case ScrollingDirection.Right:
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originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
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break;
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}
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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}
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private void updateLayoutRecursive(DrawableHitObject hitObject)
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{
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if (hitObject.HitObject is IHasDuration e)
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{
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float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
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if (scrollingAxis == 0)
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hitObject.Width = length;
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else
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hitObject.Height = length;
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}
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foreach (var obj in hitObject.NestedHitObjects)
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{
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updateLayoutRecursive(obj);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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}
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}
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
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{
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float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
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if (scrollingAxis == 0)
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hitObject.X = position;
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else
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hitObject.Y = position;
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}
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}
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}
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