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osu-lazer/osu.Game.Rulesets.Mania/Timing/ControlPointContainer.cs

156 lines
6.6 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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
using osu.Game.Beatmaps.Timing;
namespace osu.Game.Rulesets.Mania.Timing
{
/// <summary>
/// A container in which the Y-relative coordinate space is spanned by a length of time.
/// <para>
/// This container contains <see cref="ControlPoint"/>s which scroll inside this container.
/// Drawables added to this container are moved inside the relevant <see cref="ControlPoint"/>,
/// and as such, will scroll along with the <see cref="ControlPoint"/>s.
/// </para>
/// </summary>
public class ControlPointContainer : Container<Drawable>
{
/// <summary>
/// The amount of time which the height of this container spans.
/// </summary>
public double TimeSpan { get; set; }
private readonly List<DrawableTimingSection> drawableTimingSections;
public ControlPointContainer(IEnumerable<ControlPoint> timingChanges)
{
drawableTimingSections = timingChanges.Select(t => new DrawableTimingSection(t)).ToList();
Children = drawableTimingSections;
}
/// <summary>
/// Adds a drawable to this container. Note that the drawable added must have a
/// Y-position as a time relative to this container.
/// </summary>
/// <param name="drawable">The drawable to add.</param>
public override void Add(Drawable drawable)
{
// Always add timing sections to ourselves
if (drawable is DrawableTimingSection)
{
base.Add(drawable);
return;
}
var section = drawableTimingSections.LastOrDefault(t => t.CanContain(drawable)) ?? drawableTimingSections.FirstOrDefault();
if (section == null)
throw new Exception("Could not find suitable timing section to add object to.");
section.Add(drawable);
}
/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
/// The content of this container will scroll relative to the current time.
/// </para>
/// </summary>
private class DrawableTimingSection : Container
{
private readonly ControlPoint timingChange;
protected override Container<Drawable> Content => content;
private readonly Container content;
/// <summary>
/// Creates a drawable timing section. The height of this container will be proportional
/// to the beat length of the timing section and the timespan of its parent at all times.
/// <para>
/// This is so that, e.g. a beat length of 500ms results in this container being twice as high as its parent,
/// which means that the content container will scroll at twice the normal rate.
/// </para>
/// </summary>
/// <param name="timingChange">The timing change to create the drawable timing section for.</param>
public DrawableTimingSection(ControlPoint timingChange)
{
this.timingChange = timingChange;
RelativeSizeAxes = Axes.Both;
AddInternal(content = new AutoTimeRelativeContainer
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Y = (float)timingChange.Time
});
}
protected override void Update()
{
var parent = (ControlPointContainer)Parent;
// Adjust our height to account for the speed changes
Height = (float)(1000 / timingChange.BeatLength / timingChange.SpeedMultiplier);
RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
// Scroll the content
content.Y = (float)(timingChange.Time - Time.Current);
}
public override void Add(Drawable drawable)
{
// The previously relatively-positioned drawable will now become relative to us, but since the drawable has no knowledge of us,
// we need to offset it back by our position so that it becomes correctly relatively-positioned to us
// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing section
// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
drawable.Y -= (float)timingChange.Time;
base.Add(drawable);
}
/// <summary>
/// Whether this timing section can contain a drawable. A timing section can contain a drawable if the drawable
/// can be placed within the timing section's bounds (in this case, from the start of the timing section up to infinity).
/// </summary>
/// <param name="drawable">The drawable to check.</param>
public bool CanContain(Drawable drawable) => content.Y <= drawable.Y;
/// <summary>
/// A container which always keeps its height and relative coordinate space "auto-sized" to its children.
/// </summary>
private class AutoTimeRelativeContainer : Container
{
public override void InvalidateFromChild(Invalidation invalidation)
{
if ((invalidation & Invalidation.Geometry) == 0)
{
base.InvalidateFromChild(invalidation);
return;
}
float height = 0;
foreach (Drawable child in Children)
{
float childEndPos = child.Y + child.Height;
if (childEndPos > height)
height = childEndPos;
}
Height = height;
RelativeCoordinateSpace = new Vector2(1, height);
base.InvalidateFromChild(invalidation);
}
}
}
}
}