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258 lines
13 KiB
C#
258 lines
13 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 OpenTK.Input;
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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.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A type of <see cref="Playfield{TObject, TJudgement}"/> specialized towards scrolling <see cref="DrawableHitObject"/>s.
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/// </summary>
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public class ScrollingPlayfield<TObject, TJudgement> : Playfield<TObject, TJudgement>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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/// <summary>
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/// The default span of time visible by the length of the scrolling axes.
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/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
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/// </summary>
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private const double time_span_default = 1500;
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/// <summary>
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/// The minimum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_min = 50;
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/// <summary>
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/// The maximum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_max = 10000;
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/// <summary>
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/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_step = 50;
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/// <summary>
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/// The span of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public readonly BindableDouble VisibleTimeRange = new BindableDouble(time_span_default)
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{
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Default = time_span_default,
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MinValue = time_span_min,
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MaxValue = time_span_max
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};
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/// <summary>
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/// Whether to reverse the scrolling direction is reversed.
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/// </summary>
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public readonly BindableBool Reversed = new BindableBool();
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/// <summary>
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/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
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/// </summary>
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internal new readonly ScrollingHitObjectContainer HitObjects;
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/// <summary>
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/// Creates a new <see cref="ScrollingPlayfield{TObject, TJudgement}"/>.
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/// </summary>
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/// <param name="scrollingAxes">The axes on which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
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/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width</param>
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protected ScrollingPlayfield(Axes scrollingAxes, float? customWidth = null)
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: base(customWidth)
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{
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base.HitObjects = HitObjects = new ScrollingHitObjectContainer(scrollingAxes)
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{
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RelativeSizeAxes = Axes.Both,
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VisibleTimeRange = VisibleTimeRange,
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Reversed = Reversed
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};
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}
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private List<ScrollingPlayfield<TObject, TJudgement>> nestedPlayfields;
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/// <summary>
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/// All the <see cref="ScrollingPlayfield{TObject, TJudgement}"/>s nested inside this playfield.
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/// </summary>
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public IEnumerable<ScrollingPlayfield<TObject, TJudgement>> NestedPlayfields => nestedPlayfields;
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/// <summary>
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/// Adds a <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to this playfield. The nested <see cref="ScrollingPlayfield{TObject, TJudgement}"/>
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/// will be given all of the same speed adjustments as this playfield.
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/// </summary>
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/// <param name="otherPlayfield">The <see cref="ScrollingPlayfield{TObject, TJudgement}"/> to add.</param>
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protected void AddNested(ScrollingPlayfield<TObject, TJudgement> otherPlayfield)
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{
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if (nestedPlayfields == null)
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nestedPlayfields = new List<ScrollingPlayfield<TObject, TJudgement>>();
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nestedPlayfields.Add(otherPlayfield);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (state.Keyboard.ControlPressed)
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{
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switch (args.Key)
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{
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case Key.Minus:
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transformVisibleTimeRangeTo(VisibleTimeRange + time_span_step, 200, Easing.OutQuint);
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break;
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case Key.Plus:
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transformVisibleTimeRangeTo(VisibleTimeRange - time_span_step, 200, Easing.OutQuint);
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break;
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}
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}
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return false;
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}
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private void transformVisibleTimeRangeTo(double newTimeRange, double duration = 0, Easing easing = Easing.None)
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{
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this.TransformTo(this.PopulateTransform(new TransformVisibleTimeRange(), newTimeRange, duration, easing));
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}
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private class TransformVisibleTimeRange : Transform<double, ScrollingPlayfield<TObject, TJudgement>>
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{
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private double valueAt(double time)
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{
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if (time < StartTime) return StartValue;
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if (time >= EndTime) return EndValue;
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return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
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}
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public override string TargetMember => "VisibleTimeRange.Value";
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protected override void Apply(ScrollingPlayfield<TObject, TJudgement> d, double time) => d.VisibleTimeRange.Value = valueAt(time);
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protected override void ReadIntoStartValue(ScrollingPlayfield<TObject, TJudgement> d) => StartValue = d.VisibleTimeRange.Value;
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}
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/// <summary>
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/// A container that provides the foundation for sorting <see cref="DrawableHitObject"/>s into <see cref="SpeedAdjustmentContainer"/>s.
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/// </summary>
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internal class ScrollingHitObjectContainer : HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public Bindable<double> 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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private readonly BindableBool reversed = new BindableBool();
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/// <summary>
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/// Whether to reverse the scrolling direction is reversed.
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/// </summary>
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public BindableBool Reversed
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{
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get { return reversed; }
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set { reversed.BindTo(value); }
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}
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protected override Container<DrawableHitObject<TObject, TJudgement>> Content => content;
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private readonly Container<DrawableHitObject<TObject, TJudgement>> content;
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/// <summary>
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/// Hit objects that are to be re-processed on the next update.
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/// </summary>
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private readonly Queue<DrawableHitObject<TObject, TJudgement>> queuedHitObjects = new Queue<DrawableHitObject<TObject, TJudgement>>();
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private readonly Axes scrollingAxes;
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/// <summary>
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/// Creates a new <see cref="ScrollingHitObjectContainer"/>.
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/// </summary>
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/// <param name="scrollingAxes">The axes upon which hit objects should appear to scroll inside this container.</param>
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public ScrollingHitObjectContainer(Axes scrollingAxes)
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{
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this.scrollingAxes = scrollingAxes;
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// The following is never used - it only exists for the purpose of being able to use AddInternal below.
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content = new Container<DrawableHitObject<TObject, TJudgement>>();
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}
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/// <summary>
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/// Adds a <see cref="SpeedAdjustmentContainer"/> to this container.
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/// </summary>
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/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/>.</param>
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public void AddSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
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{
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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speedAdjustment.ScrollingAxes = scrollingAxes;
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speedAdjustment.Reversed = Reversed;
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AddInternal(speedAdjustment);
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}
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/// <summary>
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/// Adds a hit object to this <see cref="ScrollingHitObjectContainer"/>. The hit objects will be queued to be processed
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/// new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="ScrollingHitObjectContainer"/>.
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/// </summary>
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/// <param name="hitObject">The hit object to add.</param>
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public override void Add(DrawableHitObject<TObject, TJudgement> hitObject)
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{
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if (!(hitObject is IScrollingHitObject))
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throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
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queuedHitObjects.Enqueue(hitObject);
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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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// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
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// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
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// An external count is kept because hit objects that can't be added are re-queued
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int count = queuedHitObjects.Count;
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while (count-- > 0)
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{
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var hitObject = queuedHitObjects.Dequeue();
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var target = adjustmentContainerFor(hitObject);
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if (target == null)
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{
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// We can't add this hit object to a speed adjustment container yet, so re-queue it
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// for re-processing when the layout next invalidated
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queuedHitObjects.Enqueue(hitObject);
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continue;
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}
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target.Add(hitObject);
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}
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}
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/// <summary>
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/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
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/// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object,
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/// then the first (time-wise) speed adjustment is returned.
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/// </summary>
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/// <param name="hitObject">The hit object to find the active <see cref="SpeedAdjustmentContainer"/> for.</param>
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/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="hitObject"/>'s start time. Null if there are no speed adjustments.</returns>
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private SpeedAdjustmentContainer adjustmentContainerFor(DrawableHitObject hitObject) => InternalChildren.OfType<SpeedAdjustmentContainer>().FirstOrDefault(c => c.CanContain(hitObject)) ?? InternalChildren.OfType<SpeedAdjustmentContainer>().LastOrDefault();
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/// <summary>
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/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at a time.
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/// If there is no <see cref="SpeedAdjustmentContainer"/> active at the time, then the first (time-wise) speed adjustment is returned.
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/// </summary>
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/// <param name="time">The time to find the active <see cref="SpeedAdjustmentContainer"/> at.</param>
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/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="time"/>. Null if there are no speed adjustments.</returns>
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private SpeedAdjustmentContainer adjustmentContainerAt(double time) => InternalChildren.OfType<SpeedAdjustmentContainer>().FirstOrDefault(c => c.CanContain(time)) ?? InternalChildren.OfType<SpeedAdjustmentContainer>().LastOrDefault();
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}
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}
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} |