Merge pull request #13449 from ekrctb/refactor-scrolling-hoc-1

Refactor `ScrollingHitObjectContainer` and expose more useful methods
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Dan Balasescu 2021-06-15 11:21:26 +09:00 committed by GitHub
commit 1ddcb352c5
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@ -19,6 +19,20 @@ namespace osu.Game.Rulesets.UI.Scrolling
private readonly IBindable<double> timeRange = new BindableDouble();
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
/// <summary>
/// Whether the scrolling direction is horizontal or vertical.
/// </summary>
private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical;
/// <summary>
/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
/// </summary>
/// <example>
/// <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,
/// 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.
/// </example>
private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right;
/// <summary>
/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
/// </summary>
@ -48,99 +62,64 @@ namespace osu.Game.Rulesets.UI.Scrolling
}
/// <summary>
/// Given a position in screen space, return the time within this column.
/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to the position.
/// </summary>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
public double TimeAtPosition(float localPosition, double currentTime)
{
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
float position = 0;
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
position = localPosition.Y;
break;
case ScrollingDirection.Right:
case ScrollingDirection.Left:
position = localPosition.X;
break;
}
flipPositionIfRequired(ref position);
return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
float scrollPosition = axisInverted ? scrollLength - localPosition : localPosition;
return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
}
/// <summary>
/// Given a time, return the screen space position within this column.
/// Given a position at the current time in screen space, return the time of the object corresponding the position.
/// </summary>
/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
return TimeAtPosition(scrollingAxis == Direction.Horizontal ? localPosition.X : localPosition.Y, Time.Current);
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
/// </summary>
public float PositionAtTime(double time, double currentTime)
{
float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
return axisInverted ? scrollLength - scrollPosition : scrollPosition;
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
/// </summary>
public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
/// <summary>
/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
/// </summary>
public Vector2 ScreenSpacePositionAtTime(double time)
{
var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
flipPositionIfRequired(ref pos);
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
default:
return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
}
float localPosition = PositionAtTime(time, Time.Current);
return scrollingAxis == Direction.Horizontal
? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
}
private float scrollLength
/// <summary>
/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
/// </summary>
public float LengthAtTime(double startTime, double endTime)
{
get
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Left:
case ScrollingDirection.Right:
return DrawWidth;
default:
return DrawHeight;
}
}
return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
}
private float getBreadth()
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
return DrawWidth;
default:
return DrawHeight;
}
}
private void flipPositionIfRequired(ref float position)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Down:
position = DrawHeight - position;
break;
case ScrollingDirection.Right:
position = DrawWidth - position;
break;
}
}
private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
{
@ -237,18 +216,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
{
if (hitObject.HitObject is IHasDuration e)
{
switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
}
float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
if (scrollingAxis == Direction.Horizontal)
hitObject.Width = length;
else
hitObject.Height = length;
}
foreach (var obj in hitObject.NestedHitObjects)
@ -262,24 +234,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
private void updatePosition(DrawableHitObject hitObject, double currentTime)
{
switch (direction.Value)
{
case ScrollingDirection.Up:
hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
case ScrollingDirection.Down:
hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
// The position returned from `PositionAtTime` is assuming the `TopLeft` anchor.
// A correction is needed because the hit objects are using a different anchor for each direction (e.g. `BottomCentre` for `Bottom` direction).
float anchorCorrection = axisInverted ? scrollLength : 0;
case ScrollingDirection.Left:
hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
case ScrollingDirection.Right:
hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
}
if (scrollingAxis == Direction.Horizontal)
hitObject.X = position - anchorCorrection;
else
hitObject.Y = position - anchorCorrection;
}
}
}