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Merge pull request #13449 from ekrctb/refactor-scrolling-hoc-1
Refactor `ScrollingHitObjectContainer` and expose more useful methods
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1ddcb352c5
@ -19,6 +19,20 @@ namespace osu.Game.Rulesets.UI.Scrolling
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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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/// <summary>
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/// Whether the scrolling direction is horizontal or vertical.
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/// </summary>
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private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical;
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/// <summary>
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/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
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/// </summary>
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/// <example>
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/// <see cref="ScrollingDirection.Down"/> is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future,
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/// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position.
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/// </example>
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private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right;
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/// <summary>
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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@ -48,99 +62,64 @@ namespace osu.Game.Rulesets.UI.Scrolling
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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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/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to the position.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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/// <remarks>
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/// If there are multiple valid time values, one arbitrary time is returned.
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/// </remarks>
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public double TimeAtPosition(float localPosition, double currentTime)
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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, scrollLength);
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float scrollPosition = axisInverted ? scrollLength - localPosition : localPosition;
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return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
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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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/// Given a position at the current time in screen space, return the time of the object corresponding the position.
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/// </summary>
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/// <remarks>
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/// If there are multiple valid time values, one arbitrary time is returned.
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/// </remarks>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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return TimeAtPosition(scrollingAxis == Direction.Horizontal ? localPosition.X : localPosition.Y, Time.Current);
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
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/// </summary>
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public float PositionAtTime(double time, double currentTime)
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{
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float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
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return axisInverted ? scrollLength - scrollPosition : scrollPosition;
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
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/// </summary>
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public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
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/// <summary>
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/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
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/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
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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, scrollLength);
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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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float localPosition = PositionAtTime(time, Time.Current);
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return scrollingAxis == Direction.Horizontal
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? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
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: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
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}
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private float scrollLength
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/// <summary>
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/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
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/// </summary>
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public float LengthAtTime(double startTime, double endTime)
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{
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get
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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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return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
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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 float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
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protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
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{
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@ -237,18 +216,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
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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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float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
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if (scrollingAxis == Direction.Horizontal)
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hitObject.Width = length;
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else
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hitObject.Height = length;
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}
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foreach (var obj in hitObject.NestedHitObjects)
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@ -262,24 +234,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
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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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float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
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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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// The position returned from `PositionAtTime` is assuming the `TopLeft` anchor.
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// A correction is needed because the hit objects are using a different anchor for each direction (e.g. `BottomCentre` for `Bottom` direction).
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float anchorCorrection = axisInverted ? scrollLength : 0;
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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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if (scrollingAxis == Direction.Horizontal)
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hitObject.X = position - anchorCorrection;
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else
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hitObject.Y = position - anchorCorrection;
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}
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}
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}
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