mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 15:03:10 +08:00
328 lines
12 KiB
C#
328 lines
12 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.Layout;
|
|
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>
|
|
/// Hit objects which require lifetime computation in the next update call.
|
|
/// </summary>
|
|
private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
|
|
|
|
/// <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>();
|
|
|
|
[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(bool disposeChildren = true)
|
|
{
|
|
base.Clear(disposeChildren);
|
|
|
|
toComputeLifetime.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)
|
|
{
|
|
toComputeLifetime.Remove(hitObject);
|
|
layoutComputed.Remove(hitObject);
|
|
|
|
hitObject.DefaultsApplied -= invalidateHitObject;
|
|
|
|
foreach (var nested in hitObject.NestedHitObjects)
|
|
onRemoveRecursive(nested);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make this <see cref="DrawableHitObject"/> lifetime and layout computed in next update.
|
|
/// </summary>
|
|
private void invalidateHitObject(DrawableHitObject hitObject)
|
|
{
|
|
// Lifetime computation is delayed until next update because
|
|
// when the hit object is not pooled this container is not loaded here and `scrollLength` cannot be computed.
|
|
toComputeLifetime.Add(hitObject);
|
|
layoutComputed.Remove(hitObject);
|
|
}
|
|
|
|
private float scrollLength;
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!layoutCache.IsValid)
|
|
{
|
|
toComputeLifetime.Clear();
|
|
|
|
foreach (var hitObject in Objects)
|
|
{
|
|
if (hitObject.HitObject != null)
|
|
toComputeLifetime.Add(hitObject);
|
|
}
|
|
|
|
layoutComputed.Clear();
|
|
|
|
scrollingInfo.Algorithm.Reset();
|
|
|
|
switch (direction.Value)
|
|
{
|
|
case ScrollingDirection.Up:
|
|
case ScrollingDirection.Down:
|
|
scrollLength = DrawSize.Y;
|
|
break;
|
|
|
|
default:
|
|
scrollLength = DrawSize.X;
|
|
break;
|
|
}
|
|
|
|
layoutCache.Validate();
|
|
}
|
|
|
|
foreach (var hitObject in toComputeLifetime)
|
|
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
|
|
|
|
toComputeLifetime.Clear();
|
|
|
|
// only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes).
|
|
foreach (var obj in AliveObjects)
|
|
{
|
|
if (layoutComputed.Contains(obj))
|
|
continue;
|
|
|
|
updateLayoutRecursive(obj);
|
|
|
|
layoutComputed.Add(obj);
|
|
}
|
|
}
|
|
|
|
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
|
|
{
|
|
float originAdjustment = 0.0f;
|
|
|
|
// calculate the dimension of the part of the hitobject that should already be visible
|
|
// when the hitobject origin first appears inside the scrolling container
|
|
switch (direction.Value)
|
|
{
|
|
case ScrollingDirection.Up:
|
|
originAdjustment = hitObject.OriginPosition.Y;
|
|
break;
|
|
|
|
case ScrollingDirection.Down:
|
|
originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
|
|
break;
|
|
|
|
case ScrollingDirection.Left:
|
|
originAdjustment = hitObject.OriginPosition.X;
|
|
break;
|
|
|
|
case ScrollingDirection.Right:
|
|
originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
|
|
break;
|
|
}
|
|
|
|
return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
|
|
}
|
|
|
|
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, scrollLength);
|
|
break;
|
|
|
|
case ScrollingDirection.Left:
|
|
case ScrollingDirection.Right:
|
|
hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|