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134 lines
6.5 KiB
C#
134 lines
6.5 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.Collections.Generic;
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using System.Linq;
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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.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.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
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///
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/// <para>
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/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
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/// positions/sizes to make proper use of this container.
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/// </para>
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///
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/// <para>
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/// This container will auto-size to the total duration of the contained hit objects along the desired auto-sizing axes such that the resulting size
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/// of this container will be a value representing the total duration of all contained hit objects.
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/// </para>
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///
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/// <para>
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/// This container is and must always be relatively-sized and positioned to its such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/>
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/// and <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
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/// </para>
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/// </summary>
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public abstract class DrawableTimingSection : Container<DrawableHitObject>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble();
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// </summary>
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public BindableDouble VisibleTimeRange
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{
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get { return visibleTimeRange; }
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set { visibleTimeRange.BindTo(value); }
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}
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/// <summary>
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/// Axes through which this timing section scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal Axes ScrollingAxes;
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/// <summary>
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/// The control point that provides the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal MultiplierControlPoint ControlPoint;
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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/// <summary>
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/// Creates a new <see cref="DrawableTimingSection"/>.
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/// </summary>
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protected DrawableTimingSection()
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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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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.RequiredParentSizeToFit) == 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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durationBacking.Invalidate();
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base.InvalidateFromChild(invalidation);
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}
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private Cached<double> durationBacking;
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private double computeDuration()
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{
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if (!Children.Any())
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return 0;
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double baseDuration = Children.Max(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime) - ControlPoint.StartTime;
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// If we have a singular hit object at the timing section's start time, let's set a sane default duration
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if (baseDuration == 0)
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baseDuration = 1;
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// Scrolling ruleset hit objects typically have anchors+origins set to the hit object's start time, but if the hit object doesn't implement IHasEndTime and lies on the control point
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// then the baseDuration above will be 0. This will cause problems with masking when it is further set as the value for Size in Update(). We _want_ the timing section bounds to
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// completely enclose the hit object to avoid the masking optimisations.
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//
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// To do this we need to find a duration that corresponds to the absolute size of the element that extrudes beyond the timing section's bounds and add that to baseDuration.
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// We can utilize the fact that the Size and RelativeChildSpace are 1:1, meaning that an change in duration for the timing section has no change to the hit object's positioning
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// and simply find the largest absolutely-sized element in this timing section. This introduces a little bit of error, but will never under-estimate the duration.
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// Find the largest element that is absolutely-sized along ScrollingAxes
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float maxAbsoluteSize = Children.Where(c => (c.RelativeSizeAxes & ScrollingAxes) == 0)
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.Select(c => (ScrollingAxes & Axes.X) > 0 ? c.Width : c.Height)
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.DefaultIfEmpty().Max();
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float ourAbsoluteSize = (ScrollingAxes & Axes.X) > 0 ? DrawWidth : DrawHeight;
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// Add the extra duration to account for the absolute size
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baseDuration *= 1 + maxAbsoluteSize / ourAbsoluteSize;
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return baseDuration;
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}
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/// <summary>
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/// The maximum duration of any one hit object inside this <see cref="DrawableTimingSection"/>. This is calculated as the maximum
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/// end time between all hit objects relative to this <see cref="DrawableTimingSection"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// </summary>
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public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration());
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protected override void Update()
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{
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base.Update();
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// We want our size and position-space along ScrollingAxes to span our duration to completely enclose all the hit objects
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Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y);
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// And we need to make sure the hit object's position-space doesn't change due to our resizing
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RelativeChildSize = Size;
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}
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}
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}
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