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osu-lazer/osu.Game.Rulesets.Mania/Timing/TimeRelativeContainer.cs
2017-05-11 20:04:45 +09:00

135 lines
5.6 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
namespace osu.Game.Rulesets.Mania.Timing
{
/// <summary>
/// A container in which the Y-relative coordinate space is spanned by a length of time.
/// <para>
/// This container contains <see cref="TimingSection"/>s which scroll inside this container.
/// Drawables added to this container are moved inside the relevant <see cref="TimingSection"/>,
/// and as such, will scroll along with the <see cref="TimingSection"/>s.
/// </para>
/// </summary>
public class TimeRelativeContainer : Container<Drawable>
{
/// <summary>
/// The amount of time which the height of this container spans.
/// </summary>
public double TimeSpan
{
get { return RelativeCoordinateSpace.Y; }
set { RelativeCoordinateSpace = new Vector2(1, (float)value); }
}
private readonly List<DrawableTimingSection> drawableTimingSections;
public TimeRelativeContainer(IEnumerable<TimingSection> timingSections)
{
drawableTimingSections = timingSections.Select(t => new DrawableTimingSection(t)).ToList();
Children = drawableTimingSections;
}
/// <summary>
/// Adds a drawable to this container. Note that the drawable added must have a
/// Y-position as a time relative to this container.
/// </summary>
/// <param name="drawable">The drawable to add.</param>
public override void Add(Drawable drawable)
{
// Always add timing sections to ourselves
if (drawable is DrawableTimingSection)
{
base.Add(drawable);
return;
}
var section = drawableTimingSections.LastOrDefault(t => t.CanContain(drawable)) ?? drawableTimingSections.FirstOrDefault();
if (section == null)
throw new Exception("Could not find suitable timing section to add object to.");
section.Add(drawable);
}
/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
/// The content of this container will scroll relative to the current time.
/// </para>
/// </summary>
private class DrawableTimingSection : Container
{
protected override Container<Drawable> Content => content;
/// <summary>
/// The container which will scroll relative to the current time.
/// </summary>
private readonly Container content;
private readonly TimingSection section;
/// <summary>
/// Creates a drawable timing section. The height of this container will be proportional
/// to the beat length of the timing section and the timespan of its parent at all times.
/// <para>
/// This is so that, e.g. a beat length of 500ms results in this container being twice as high as its parent,
/// which means that the content container will scroll at twice the normal rate.
/// </para>
/// </summary>
/// <param name="section">The section to create the drawable timing section for.</param>
public DrawableTimingSection(TimingSection section)
{
this.section = section;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
RelativeSizeAxes = Axes.Both;
AddInternal(content = new Container
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativePositionAxes = Axes.Both,
RelativeSizeAxes = Axes.Both,
Y = -(float)section.StartTime,
Height = (float)section.Duration,
RelativeCoordinateSpace = new Vector2(1, (float)section.Duration)
});
}
protected override void Update()
{
var parent = (TimeRelativeContainer)Parent;
// Adjust our height to account for the speed changes
Height = (float)(parent.TimeSpan * 1000 / section.BeatLength);
RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
// Scroll the content
content.Y = (float)(Time.Current - section.StartTime);
}
public override void Add(Drawable drawable)
{
// The previously relatively-positioned drawable will now become relative to us, but since the drawable has no knowledge of us,
// we need to offset it back by our position so that it becomes correctly relatively-positioned to us
// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing section
// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
drawable.Y += (float)section.StartTime;
base.Add(drawable);
}
public bool CanContain(Drawable drawable) => content.Y >= drawable.Y;
}
}
}