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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs

301 lines
10 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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<double> timeRange = new BindableDouble();
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
/// <summary>
/// A set containing all <see cref="HitObjectContainer.AliveObjects"/> which have an up-to-date layout.
/// </summary>
private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
/// <summary>
/// A conservative estimate of maximum bounding box of a <see cref="DrawableHitObject"/>
/// with respect to the start time position of the hit object.
/// It is used to calculate when the object appears inbound.
/// </summary>
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();
}
/// <summary>
/// Given a position in screen space, return the time within this column.
/// </summary>
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());
}
/// <summary>
/// Given a time, return the screen space position within this column.
/// </summary>
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;
}
}
}
}