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149 lines
6.7 KiB
C#
149 lines
6.7 KiB
C#
// Copyright (c) 2007-2017 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using osu.Framework.Caching;
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namespace osu.Game.Rulesets.Timing.Drawables
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{
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/// <summary>
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/// Represents a container in which contains hit objects and moves relative to the current time.
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/// </summary>
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public abstract class DrawableTimingChange : Container<DrawableHitObject>
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{
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public readonly TimingChange TimingChange;
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protected override Container<DrawableHitObject> Content => content;
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private readonly Container<DrawableHitObject> content;
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private readonly Axes scrollingAxes;
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/// <summary>
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/// Creates a new drawable timing change which contains hit objects and scrolls relative to the current time.
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/// </summary>
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/// <param name="timingChange">The encapsulated timing change that provides the speed changes.</param>
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/// <param name="scrollingAxes">The axes through which this timing change scrolls.</param>
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protected DrawableTimingChange(TimingChange timingChange, Axes scrollingAxes)
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{
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this.scrollingAxes = scrollingAxes;
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TimingChange = timingChange;
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// We have to proxy the hit objects to an internal container since we're
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// going to be modifying our height to apply speed changes
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AddInternal(content = new RelativeCoordinateAutoSizingContainer(scrollingAxes)
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both
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});
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}
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public override Axes RelativeSizeAxes
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{
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get { return Axes.Both; }
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set { throw new InvalidOperationException($"{nameof(DrawableTimingChange)} must always be relatively-sized."); }
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}
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protected override void Update()
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{
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var parent = Parent as IHasTimeSpan;
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if (parent == null)
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return;
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// Adjust our size to account for the speed changes
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float speedAdjustedSize = (float)(1000 / TimingChange.BeatLength / TimingChange.SpeedMultiplier);
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Size = new Vector2((scrollingAxes & Axes.X) > 0 ? speedAdjustedSize : 1,
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(scrollingAxes & Axes.Y) > 0 ? speedAdjustedSize : 1);
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RelativeCoordinateSpace = new Vector2((scrollingAxes & Axes.X) > 0 ? parent.TimeSpan.X : 1,
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(scrollingAxes & Axes.Y) > 0 ? parent.TimeSpan.Y : 1);
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}
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public override void Add(DrawableHitObject hitObject)
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{
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// The previously relatively-positioned hit object will now become relative to content, but since the hit object has no knowledge of content,
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// we need to offset it back by content's position (timing change time) so that it becomes correctly relatively-positioned to content
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// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing change
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// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
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hitObject.Position = new Vector2((scrollingAxes & Axes.X) > 0 ? hitObject.X - (float)TimingChange.Time : hitObject.X,
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(scrollingAxes & Axes.Y) > 0 ? hitObject.Y - (float)TimingChange.Time : hitObject.Y);
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base.Add(hitObject);
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}
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/// <summary>
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/// Whether this timing change can contain a hit object. This is true if the hit object occurs "after" after this timing change.
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/// </summary>
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public bool CanContain(DrawableHitObject hitObject) => TimingChange.Time <= hitObject.HitObject.StartTime;
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/// <summary>
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/// A container which cann be relatively-sized while auto-sizing to its children on desired axes. The relative coordinate space of
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/// this container follows its auto-sized height.
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/// </summary>
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private class RelativeCoordinateAutoSizingContainer : Container<DrawableHitObject>
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{
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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private readonly Axes autoSizingAxes;
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private Cached layout = new Cached();
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/// <summary>
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/// The axes which this container should calculate its size from its children on.
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/// Note that this is not the same as <see cref="Container{T}.AutoSizeAxes"/>, because that would not allow this container
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/// to be relatively sized - desired in the case where the playfield re-defines <see cref="Container{T}.RelativeCoordinateSpace"/>.
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/// </summary>
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/// <param name="autoSizingAxes"></param>
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public RelativeCoordinateAutoSizingContainer(Axes autoSizingAxes)
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{
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this.autoSizingAxes = autoSizingAxes;
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}
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public override void InvalidateFromChild(Invalidation invalidation)
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{
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// We only want to re-compute our size when a child's size or position has changed
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if ((invalidation & Invalidation.Geometry) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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layout.Invalidate();
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base.InvalidateFromChild(invalidation);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!layout.EnsureValid())
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{
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layout.Refresh(() =>
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{
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if (!Children.Any())
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return;
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float height = Children.Select(child => child.Y + child.Height).Max();
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float width = Children.Select(child => child.X + child.Width).Max();
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Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X,
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(autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
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RelativeCoordinateSpace = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : 1,
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(autoSizingAxes & Axes.Y) > 0 ? height : 1);
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});
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}
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}
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}
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}
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} |