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118 lines
4.0 KiB
C#
118 lines
4.0 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public class ScrollingHitObjectContainer : HitObjectContainer
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{
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/// <summary>
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/// The duration required to scroll through one length of the <see cref="ScrollingHitObjectContainer"/> before any control point adjustments.
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/// </summary>
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public readonly BindableDouble TimeRange = new BindableDouble
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{
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MinValue = 0,
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MaxValue = double.MaxValue
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};
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/// <summary>
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/// The control points that adjust the scrolling speed.
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/// </summary>
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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private readonly ScrollingDirection direction;
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private Cached initialStateCache = new Cached();
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public ScrollingHitObjectContainer(ScrollingDirection direction)
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{
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this.direction = direction;
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += v => initialStateCache.Invalidate();
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}
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private IScrollingAlgorithm scrollingAlgorithm;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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switch (config.Get<ScrollingAlgorithmType>(OsuSetting.ScrollingAlgorithm))
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{
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case ScrollingAlgorithmType.Global:
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scrollingAlgorithm = new GlobalScrollingAlgorithm(ControlPoints);
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break;
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case ScrollingAlgorithmType.Local:
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scrollingAlgorithm = new LocalScrollingAlgorithm(ControlPoints);
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break;
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}
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}
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public override void Add(DrawableHitObject hitObject)
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{
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initialStateCache.Invalidate();
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base.Add(hitObject);
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}
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public override bool Remove(DrawableHitObject hitObject)
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{
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var result = base.Remove(hitObject);
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if (result)
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initialStateCache.Invalidate();
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return result;
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}
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public void AddControlPoint(MultiplierControlPoint controlPoint)
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{
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ControlPoints.Add(controlPoint);
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initialStateCache.Invalidate();
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}
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public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
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{
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var result = ControlPoints.Remove(controlPoint);
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if (result)
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initialStateCache.Invalidate();
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return result;
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
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initialStateCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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protected override void Update()
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{
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base.Update();
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if (initialStateCache.IsValid)
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return;
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scrollingAlgorithm.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
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initialStateCache.Validate();
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}
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protected override void UpdateAfterChildrenLife()
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{
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base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
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scrollingAlgorithm.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
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}
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}
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}
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