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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
2019-02-21 19:05:52 +09:00

145 lines
5.4 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 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
{
private readonly IBindable<double> timeRange = new BindableDouble();
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
private 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)
{
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;
}
}
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;
}
}
}
}