osu/osu.Game.Rulesets.Mania/Timing/TimeRelativeContainer.cs

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// 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;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Rulesets.Mania.Timing
{
/// <summary>
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/// A container in which the Y-relative coordinate space is spanned by a length of time.
/// <para>
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/// This container contains <see cref="ControlPoint"/>s which scroll inside this container.
/// Drawables added to this container are moved inside the relevant <see cref="ControlPoint"/>,
/// and as such, will scroll along with the <see cref="ControlPoint"/>s.
/// </para>
/// </summary>
public class TimeRelativeContainer : Container<Drawable>
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{
/// <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); }
}
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private readonly List<DrawableTimingSection> drawableTimingSections;
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public TimeRelativeContainer(IEnumerable<ControlPoint> timingChanges)
{
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drawableTimingSections = timingChanges.Select(t => new DrawableTimingSection(t)).ToList();
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Children = drawableTimingSections;
}
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/// <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
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if (drawable is DrawableTimingSection)
{
base.Add(drawable);
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return;
}
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var section = drawableTimingSections.LastOrDefault(t => t.CanContain(drawable)) ?? drawableTimingSections.FirstOrDefault();
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if (section == null)
throw new Exception("Could not find suitable timing section to add object to.");
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section.Add(drawable);
}
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/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
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/// The content of this container will scroll relative to the current time.
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/// </para>
/// </summary>
private class DrawableTimingSection : Container
{
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private readonly ControlPoint timingChange;
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protected override Container<Drawable> Content => content;
private readonly Container content;
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/// <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>
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/// <param name="timingChange">The timing change to create the drawable timing section for.</param>
public DrawableTimingSection(ControlPoint timingChange)
{
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this.timingChange = timingChange;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
RelativeSizeAxes = Axes.Both;
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AddInternal(content = new AutoTimeRelativeContainer
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Y = -(float)timingChange.Time
});
}
protected override void Update()
{
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var parent = (TimeRelativeContainer)Parent;
// Adjust our height to account for the speed changes
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Height = (float)(parent.TimeSpan * 1000 / timingChange.BeatLength / timingChange.SpeedMultiplier);
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RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
// Scroll the content
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content.Y = (float)(Time.Current - timingChange.Time);
}
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
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drawable.Y += (float)timingChange.Time;
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base.Add(drawable);
}
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/// <summary>
/// Whether this timing section can contain a drawable. A timing section can contain a drawable if the drawable
/// can be placed within the timing section's bounds (in this case, from the start of the timing section up to infinity).
/// </summary>
/// <param name="drawable">The drawable to check.</param>
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public bool CanContain(Drawable drawable) => content.Y >= drawable.Y;
private class AutoTimeRelativeContainer : Container
{
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
float height = 0;
foreach (Drawable child in Children)
{
// Todo: This is wrong, it won't work for absolute-y-sized children
float childEndPos = -child.Y + child.Height;
if (childEndPos > height)
height = childEndPos;
}
Height = height;
RelativeCoordinateSpace = new Vector2(1, height);
return base.Invalidate(invalidation, source, shallPropagate);
}
}
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}
}
}