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osu-lazer/osu.Game/Rulesets/UI/ScrollingPlayfield.cs
2017-08-08 13:23:46 +09:00

260 lines
13 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK.Input;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A type of <see cref="Playfield{TObject, TJudgement}"/> specialized towards scrolling <see cref="DrawableHitObject"/>s.
/// </summary>
public class ScrollingPlayfield<TObject, TJudgement> : Playfield<TObject, TJudgement>
where TObject : HitObject
where TJudgement : Judgement
{
/// <summary>
/// The default span of time visible by the length of the scrolling axes.
/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
/// </summary>
private const double time_span_default = 1500;
/// <summary>
/// The minimum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_min = 50;
/// <summary>
/// The maximum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_max = 10000;
/// <summary>
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
/// </summary>
private const double time_span_step = 50;
/// <summary>
/// The span of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
/// </summary>
public readonly BindableDouble VisibleTimeRange = new BindableDouble(time_span_default)
{
Default = time_span_default,
MinValue = time_span_min,
MaxValue = time_span_max
};
/// <summary>
/// Whether to reverse the scrolling direction is reversed.
/// </summary>
public readonly BindableBool Reversed = new BindableBool();
/// <summary>
/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
/// </summary>
internal new readonly ScrollingHitObjectContainer HitObjects;
/// <summary>
/// Creates a new <see cref="ScrollingPlayfield{TObject, TJudgement}"/>.
/// </summary>
/// <param name="scrollingAxes">The axes on which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width</param>
protected ScrollingPlayfield(Axes scrollingAxes, float? customWidth = null)
: base(customWidth)
{
base.HitObjects = HitObjects = new ScrollingHitObjectContainer(scrollingAxes)
{
RelativeSizeAxes = Axes.Both,
VisibleTimeRange = VisibleTimeRange,
Reversed = Reversed
};
}
private List<ScrollingPlayfield<TObject, TJudgement>> nestedPlayfields;
/// <summary>
/// All the <see cref="ScrollingPlayfield{TObject, TJudgement}"/>s nested inside this playfield.
/// </summary>
public IEnumerable<ScrollingPlayfield<TObject, TJudgement>> NestedPlayfields => nestedPlayfields;
/// <summary>
/// Adds a <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to this playfield. The nested <see cref="ScrollingPlayfield{TObject, TJudgement}"/>
/// will be given all of the same speed adjustments as this playfield.
/// </summary>
/// <param name="otherPlayfield">The <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to add.</param>
protected void AddNested(ScrollingPlayfield<TObject, TJudgement> otherPlayfield)
{
if (nestedPlayfields == null)
nestedPlayfields = new List<ScrollingPlayfield<TObject, TJudgement>>();
nestedPlayfields.Add(otherPlayfield);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (state.Keyboard.ControlPressed)
{
switch (args.Key)
{
case Key.Minus:
transformVisibleTimeRangeTo(VisibleTimeRange + time_span_step, 200, Easing.OutQuint);
break;
case Key.Plus:
transformVisibleTimeRangeTo(VisibleTimeRange - time_span_step, 200, Easing.OutQuint);
break;
}
}
return false;
}
private void transformVisibleTimeRangeTo(double newTimeRange, double duration = 0, Easing easing = Easing.None)
{
this.TransformTo(this.PopulateTransform(new TransformVisibleTimeRange(), newTimeRange, duration, easing));
}
private class TransformVisibleTimeRange : Transform<double, ScrollingPlayfield<TObject, TJudgement>>
{
private double valueAt(double time)
{
if (time < StartTime) return StartValue;
if (time >= EndTime) return EndValue;
return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
}
public override string TargetMember => "VisibleTimeRange.Value";
protected override void Apply(ScrollingPlayfield<TObject, TJudgement> d, double time) => d.VisibleTimeRange.Value = valueAt(time);
protected override void ReadIntoStartValue(ScrollingPlayfield<TObject, TJudgement> d) => StartValue = d.VisibleTimeRange.Value;
}
/// <summary>
/// A container that provides the foundation for sorting <see cref="DrawableHitObject"/>s into <see cref="SpeedAdjustmentContainer"/>s.
/// </summary>
internal class ScrollingHitObjectContainer : HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
{
private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
/// <summary>
/// Gets or sets the range of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
/// </summary>
public Bindable<double> VisibleTimeRange
{
get { return visibleTimeRange; }
set { visibleTimeRange.BindTo(value); }
}
private readonly BindableBool reversed = new BindableBool();
/// <summary>
/// Whether to reverse the scrolling direction is reversed.
/// </summary>
public BindableBool Reversed
{
get { return reversed; }
set { reversed.BindTo(value); }
}
protected override Container<DrawableHitObject<TObject, TJudgement>> Content => content;
private readonly Container<DrawableHitObject<TObject, TJudgement>> content;
/// <summary>
/// Hit objects that are to be re-processed on the next update.
/// </summary>
private readonly List<DrawableHitObject<TObject, TJudgement>> queuedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();
private readonly Axes scrollingAxes;
/// <summary>
/// Creates a new <see cref="ScrollingHitObjectContainer"/>.
/// </summary>
/// <param name="scrollingAxes">The axes upon which hit objects should appear to scroll inside this container.</param>
public ScrollingHitObjectContainer(Axes scrollingAxes)
{
this.scrollingAxes = scrollingAxes;
// The following is never used - it only exists for the purpose of being able to use AddInternal below.
content = new Container<DrawableHitObject<TObject, TJudgement>>();
}
/// <summary>
/// Adds a <see cref="SpeedAdjustmentContainer"/> to this container.
/// </summary>
/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/>.</param>
public void AddSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.ScrollingAxes = scrollingAxes;
speedAdjustment.Reversed = Reversed;
AddInternal(speedAdjustment);
}
/// <summary>
/// Adds a hit object to this <see cref="ScrollingHitObjectContainer"/>. The hit objects will be queued to be processed
/// new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="ScrollingHitObjectContainer"/>.
/// </summary>
/// <param name="hitObject">The hit object to add.</param>
public override void Add(DrawableHitObject<TObject, TJudgement> hitObject)
{
if (!(hitObject is IScrollingHitObject))
throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
queuedHitObjects.Add(hitObject);
}
public override bool Remove(DrawableHitObject<TObject, TJudgement> hitObject)
{
bool removed = InternalChildren.OfType<SpeedAdjustmentContainer>().Any(c => c.Remove(hitObject));
removed = removed || queuedHitObjects.Remove(hitObject);
return removed;
}
protected override void Update()
{
base.Update();
// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
for (int i = queuedHitObjects.Count - 1; i >= 0; i--)
{
var hitObject = queuedHitObjects[i];
var target = adjustmentContainerFor(hitObject);
if (target != null)
{
target.Add(hitObject);
queuedHitObjects.RemoveAt(i);
}
}
}
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
/// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object,
/// then the first (time-wise) speed adjustment is returned.
/// </summary>
/// <param name="hitObject">The hit object to find the active <see cref="SpeedAdjustmentContainer"/> for.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="hitObject"/>'s start time. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerFor(DrawableHitObject hitObject) => InternalChildren.OfType<SpeedAdjustmentContainer>().FirstOrDefault(c => c.CanContain(hitObject)) ?? InternalChildren.OfType<SpeedAdjustmentContainer>().LastOrDefault();
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at a time.
/// If there is no <see cref="SpeedAdjustmentContainer"/> active at the time, then the first (time-wise) speed adjustment is returned.
/// </summary>
/// <param name="time">The time to find the active <see cref="SpeedAdjustmentContainer"/> at.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="time"/>. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerAt(double time) => InternalChildren.OfType<SpeedAdjustmentContainer>().FirstOrDefault(c => c.CanContain(time)) ?? InternalChildren.OfType<SpeedAdjustmentContainer>().LastOrDefault();
}
}
}