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347 lines
12 KiB
C#
347 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Framework.Threading;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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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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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly Dictionary<DrawableHitObject, InitialState> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, InitialState>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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// A combined cache across all hit object states to reduce per-update iterations.
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// When invalidated, one or more (but not necessarily all) hitobject states must be re-validated.
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private readonly Cached combinedObjCache = new Cached();
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public ScrollingHitObjectContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddLayout(layoutCache);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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direction.BindTo(scrollingInfo.Direction);
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timeRange.BindTo(scrollingInfo.TimeRange);
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direction.ValueChanged += _ => layoutCache.Invalidate();
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timeRange.ValueChanged += _ => layoutCache.Invalidate();
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}
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public override void Add(DrawableHitObject hitObject)
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{
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combinedObjCache.Invalidate();
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hitObject.DefaultsApplied += onDefaultsApplied;
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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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{
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combinedObjCache.Invalidate();
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hitObjectInitialStateCache.Remove(hitObject);
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hitObject.DefaultsApplied -= onDefaultsApplied;
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}
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return result;
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}
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public override void Clear(bool disposeChildren = true)
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{
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foreach (var h in Objects)
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h.DefaultsApplied -= onDefaultsApplied;
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base.Clear(disposeChildren);
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combinedObjCache.Invalidate();
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hitObjectInitialStateCache.Clear();
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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float position = 0;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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position = localPosition.Y;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Left:
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position = localPosition.X;
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break;
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}
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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}
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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flipPositionIfRequired(ref pos);
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
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default:
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return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
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}
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}
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private float getLength()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private float getBreadth()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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position = DrawHeight - position;
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break;
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case ScrollingDirection.Right:
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position = DrawWidth - position;
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break;
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}
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}
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private void onDefaultsApplied(DrawableHitObject drawableObject)
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{
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// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
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// In such a case, combinedObjCache will take care of updating the hitobject.
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if (hitObjectInitialStateCache.TryGetValue(drawableObject, out var state))
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{
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combinedObjCache.Invalidate();
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state.Cache.Invalidate();
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}
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}
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private float scrollLength;
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protected override void Update()
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{
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base.Update();
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if (!layoutCache.IsValid)
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{
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foreach (var state in hitObjectInitialStateCache.Values)
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state.Cache.Invalidate();
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combinedObjCache.Invalidate();
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scrollingInfo.Algorithm.Reset();
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layoutCache.Validate();
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}
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if (!combinedObjCache.IsValid)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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scrollLength = DrawSize.Y;
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break;
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default:
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scrollLength = DrawSize.X;
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break;
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}
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foreach (var obj in Objects)
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{
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if (!hitObjectInitialStateCache.TryGetValue(obj, out var state))
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state = hitObjectInitialStateCache[obj] = new InitialState(new Cached());
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if (state.Cache.IsValid)
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continue;
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state.ScheduledComputation?.Cancel();
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state.ScheduledComputation = computeInitialStateRecursive(obj);
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computeLifetimeStartRecursive(obj);
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state.Cache.Validate();
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}
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combinedObjCache.Validate();
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}
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}
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private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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foreach (var obj in hitObject.NestedHitObjects)
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computeLifetimeStartRecursive(obj);
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}
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private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
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{
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float originAdjustment = 0.0f;
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// calculate the dimension of the part of the hitobject that should already be visible
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// when the hitobject origin first appears inside the scrolling container
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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originAdjustment = hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Down:
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originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
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break;
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case ScrollingDirection.Left:
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originAdjustment = hitObject.OriginPosition.X;
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break;
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case ScrollingDirection.Right:
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originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
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break;
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}
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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}
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private ScheduledDelegate computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
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{
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if (hitObject.HitObject is IHasDuration e)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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break;
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}
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}
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foreach (var obj in hitObject.NestedHitObjects)
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{
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computeInitialStateRecursive(obj);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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}
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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 hitobject positions as soon as possible after lifetimes so that hitobjects get the final say in their positions
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foreach (var obj in AliveObjects)
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updatePosition(obj, Time.Current);
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}
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Down:
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hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Left:
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hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Right:
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hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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}
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}
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private class InitialState
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{
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[NotNull]
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public readonly Cached Cache;
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[CanBeNull]
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public ScheduledDelegate ScheduledComputation;
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public InitialState(Cached cache)
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{
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Cache = cache;
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}
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}
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}
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}
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