mirror of
https://github.com/ppy/osu.git
synced 2024-11-19 05:22:57 +08:00
273 lines
11 KiB
C#
273 lines
11 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
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 partial class ScrollingHitObjectContainer : HitObjectContainer
|
|
{
|
|
private readonly IBindable<double> timeRange = new BindableDouble();
|
|
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
|
|
|
|
/// <summary>
|
|
/// Whether the scrolling direction is horizontal or vertical.
|
|
/// </summary>
|
|
private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical;
|
|
|
|
/// <summary>
|
|
/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
|
|
/// </summary>
|
|
/// <example>
|
|
/// <see cref="ScrollingDirection.Down"/> is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future,
|
|
/// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position.
|
|
/// </example>
|
|
private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right;
|
|
|
|
/// <summary>
|
|
/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
|
|
/// </summary>
|
|
private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
|
|
|
|
[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();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to the position.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If there are multiple valid time values, one arbitrary time is returned.
|
|
/// </remarks>
|
|
public double TimeAtPosition(float localPosition, double currentTime)
|
|
{
|
|
float scrollPosition = axisInverted ? -localPosition : localPosition;
|
|
return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a position at the current time in screen space, return the time of the object corresponding the position.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If there are multiple valid time values, one arbitrary time is returned.
|
|
/// </remarks>
|
|
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
|
|
{
|
|
Vector2 pos = ToLocalSpace(screenSpacePosition);
|
|
float localPosition = scrollingAxis == Direction.Horizontal ? pos.X : pos.Y;
|
|
localPosition -= axisInverted ? scrollLength : 0;
|
|
return TimeAtPosition(localPosition, Time.Current);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
|
|
/// </summary>
|
|
public float PositionAtTime(double time, double currentTime, double? originTime = null)
|
|
{
|
|
float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength, originTime);
|
|
return axisInverted ? -scrollPosition : scrollPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
|
|
/// </summary>
|
|
public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
|
|
|
|
/// <summary>
|
|
/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
|
|
/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
|
|
/// </summary>
|
|
public Vector2 ScreenSpacePositionAtTime(double time)
|
|
{
|
|
float localPosition = PositionAtTime(time, Time.Current);
|
|
localPosition += axisInverted ? scrollLength : 0;
|
|
return scrollingAxis == Direction.Horizontal
|
|
? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
|
|
: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
|
|
/// </summary>
|
|
public float LengthAtTime(double startTime, double endTime)
|
|
{
|
|
return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
|
|
}
|
|
|
|
private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
|
|
|
|
public override void Add(HitObjectLifetimeEntry entry)
|
|
{
|
|
// Scroll info is not available until loaded.
|
|
// The lifetime of all entries will be updated in the first Update.
|
|
if (IsLoaded)
|
|
setComputedLifetimeStart(entry);
|
|
|
|
base.Add(entry);
|
|
}
|
|
|
|
protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
|
|
{
|
|
base.AddDrawable(entry, drawable);
|
|
|
|
invalidateHitObject(drawable);
|
|
drawable.DefaultsApplied += invalidateHitObject;
|
|
}
|
|
|
|
protected override void RemoveDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
|
|
{
|
|
base.RemoveDrawable(entry, drawable);
|
|
|
|
drawable.DefaultsApplied -= invalidateHitObject;
|
|
layoutComputed.Remove(drawable);
|
|
}
|
|
|
|
private void invalidateHitObject(DrawableHitObject hitObject)
|
|
{
|
|
layoutComputed.Remove(hitObject);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (layoutCache.IsValid) return;
|
|
|
|
layoutComputed.Clear();
|
|
|
|
foreach (var entry in Entries)
|
|
setComputedLifetimeStart(entry);
|
|
|
|
scrollingInfo.Algorithm.Reset();
|
|
|
|
layoutCache.Validate();
|
|
}
|
|
|
|
protected override void UpdateAfterChildrenLife()
|
|
{
|
|
base.UpdateAfterChildrenLife();
|
|
|
|
// 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.
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a conservative maximum bounding box of a <see cref="DrawableHitObject"/> corresponding to <paramref name="entry"/>.
|
|
/// It is used to calculate when the hit object appears.
|
|
/// </summary>
|
|
protected virtual RectangleF GetConservativeBoundingBox(HitObjectLifetimeEntry entry) => new RectangleF().Inflate(100);
|
|
|
|
private double computeDisplayStartTime(HitObjectLifetimeEntry entry)
|
|
{
|
|
RectangleF boundingBox = GetConservativeBoundingBox(entry);
|
|
float startOffset = 0;
|
|
|
|
switch (direction.Value)
|
|
{
|
|
case ScrollingDirection.Right:
|
|
startOffset = boundingBox.Right;
|
|
break;
|
|
|
|
case ScrollingDirection.Down:
|
|
startOffset = boundingBox.Bottom;
|
|
break;
|
|
|
|
case ScrollingDirection.Left:
|
|
startOffset = -boundingBox.Left;
|
|
break;
|
|
|
|
case ScrollingDirection.Up:
|
|
startOffset = -boundingBox.Top;
|
|
break;
|
|
}
|
|
|
|
return scrollingInfo.Algorithm.GetDisplayStartTime(entry.HitObject.StartTime, startOffset, timeRange.Value, scrollLength);
|
|
}
|
|
|
|
private void setComputedLifetimeStart(HitObjectLifetimeEntry entry)
|
|
{
|
|
double computedStartTime = computeDisplayStartTime(entry);
|
|
|
|
// always load the hitobject before its first judgement offset
|
|
double judgementOffset = entry.HitObject.HitWindows?.WindowFor(Scoring.HitResult.Miss) ?? 0;
|
|
entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - judgementOffset, computedStartTime);
|
|
}
|
|
|
|
private void updateLayoutRecursive(DrawableHitObject hitObject, double? parentHitObjectStartTime = null)
|
|
{
|
|
parentHitObjectStartTime ??= hitObject.HitObject.StartTime;
|
|
|
|
if (hitObject.HitObject is IHasDuration e)
|
|
{
|
|
float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
|
|
if (scrollingAxis == Direction.Horizontal)
|
|
hitObject.Width = length;
|
|
else
|
|
hitObject.Height = length;
|
|
}
|
|
|
|
foreach (var obj in hitObject.NestedHitObjects)
|
|
{
|
|
updateLayoutRecursive(obj, parentHitObjectStartTime);
|
|
|
|
// Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime
|
|
updatePosition(obj, hitObject.HitObject.StartTime, parentHitObjectStartTime);
|
|
setComputedLifetimeStart(obj.Entry);
|
|
}
|
|
}
|
|
|
|
private void updatePosition(DrawableHitObject hitObject, double currentTime, double? parentHitObjectStartTime = null)
|
|
{
|
|
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime, parentHitObjectStartTime);
|
|
|
|
if (scrollingAxis == Direction.Horizontal)
|
|
hitObject.X = position;
|
|
else
|
|
hitObject.Y = position;
|
|
}
|
|
}
|
|
}
|