mirror of
https://github.com/ppy/osu
synced 2025-01-10 08:09:40 +00:00
Remove state computation + updates from ISpeedChangeVisualiser
This commit is contained in:
parent
0bdeebbce2
commit
589c3a47e2
@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Game.Configuration;
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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 osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Visualisers;
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@ -29,30 +30,19 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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private readonly SpeedChangeVisualisationMethod visualisationMethod;
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private Cached initialStateCache = new Cached();
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private readonly ISpeedChangeVisualiser speedChangeVisualiser;
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private ISpeedChangeVisualiser visualiser;
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public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
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{
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this.visualisationMethod = visualisationMethod;
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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switch (visualisationMethod)
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{
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case SpeedChangeVisualisationMethod.Sequential:
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speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
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break;
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case SpeedChangeVisualisationMethod.Overlapping:
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speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
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break;
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case SpeedChangeVisualisationMethod.Constant:
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speedChangeVisualiser = new ConstantSpeedChangeVisualiser();
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break;
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}
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}
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public override void Add(DrawableHitObject hitObject)
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@ -95,23 +85,68 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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base.Update();
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speedChangeVisualiser.TimeRange = TimeRange.Value;
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if (!initialStateCache.IsValid)
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{
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visualiser = createVisualiser();
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foreach (var obj in Objects)
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computeInitialStateRecursive(obj);
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initialStateCache.Validate();
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}
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}
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private ISpeedChangeVisualiser createVisualiser()
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{
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float scrollLength;
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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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speedChangeVisualiser.ScrollLength = DrawSize.Y;
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scrollLength = DrawSize.Y;
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break;
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default:
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speedChangeVisualiser.ScrollLength = DrawSize.X;
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scrollLength = DrawSize.X;
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break;
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}
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if (!initialStateCache.IsValid)
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switch (visualisationMethod)
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{
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speedChangeVisualiser.ComputeInitialStates(Objects, Direction);
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initialStateCache.Validate();
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default:
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case SpeedChangeVisualisationMethod.Constant:
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return new ConstantSpeedChangeVisualiser(TimeRange, scrollLength);
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case SpeedChangeVisualisationMethod.Overlapping:
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return new OverlappingSpeedChangeVisualiser(ControlPoints, TimeRange, scrollLength);
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case SpeedChangeVisualisationMethod.Sequential:
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return new SequentialSpeedChangeVisualiser(ControlPoints, TimeRange, scrollLength);
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}
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}
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private void computeInitialStateRecursive(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = visualiser.GetDisplayStartTime(hitObject.HitObject.StartTime);
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if (hitObject.HitObject is IHasEndTime endTime)
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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 = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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hitObject.Height = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime);
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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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@ -119,8 +154,28 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
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speedChangeVisualiser.UpdatePositions(AliveObjects, Direction, Time.Current);
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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 = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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hitObject.Y = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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hitObject.X = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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hitObject.X = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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}
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}
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}
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}
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@ -1,69 +1,20 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
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public readonly struct ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public double TimeRange { get; set; }
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private readonly double timeRange;
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private readonly float scrollLength;
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public float ScrollLength { get; set; }
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction)
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public ConstantSpeedChangeVisualiser(double timeRange, float scrollLength)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
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if (obj.HitObject is IHasEndTime endTime)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
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}
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this.timeRange = timeRange;
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this.scrollLength = scrollLength;
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
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{
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foreach (var obj in hitObjects)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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}
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}
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}
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public double GetDisplayStartTime(double startTime) => startTime - TimeRange;
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public double GetDisplayStartTime(double startTime) => startTime - timeRange;
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public float GetLength(double startTime, double endTime)
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{
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@ -72,6 +23,6 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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return -PositionAt(endTime, startTime);
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}
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public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / TimeRange * ScrollLength);
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public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / timeRange * scrollLength);
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}
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}
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@ -1,33 +1,10 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public interface ISpeedChangeVisualiser
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{
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double TimeRange { get; set; }
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float ScrollLength { get; set; }
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/// <summary>
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/// Computes the states of <see cref="DrawableHitObject"/>s that remain constant while scrolling, such as lifetime and spatial length.
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/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
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/// </summary>
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/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
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/// <param name="direction">The scrolling direction.</param>
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void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction);
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/// <summary>
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/// Updates the positions of <see cref="DrawableHitObject"/>s, depending on the current time. This is invoked once per frame.
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/// </summary>
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/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose positions should be computed.</param>
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/// <param name="direction">The scrolling direction.</param>
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/// <param name="currentTime">The current time.</param>
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void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime);
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double GetDisplayStartTime(double startTime);
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float GetLength(double startTime, double endTime);
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@ -1,81 +1,32 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.Lists;
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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 osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
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public readonly struct OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public double TimeRange { get; set; }
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public float ScrollLength { get; set; }
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private readonly MultiplierControlPoint searchPoint;
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private readonly SortedList<MultiplierControlPoint> controlPoints;
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private readonly double timeRange;
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private readonly float scrollLength;
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public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints)
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public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints, double timeRange, float scrollLength)
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{
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this.controlPoints = controlPoints;
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}
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this.timeRange = timeRange;
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this.scrollLength = scrollLength;
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
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if (obj.HitObject is IHasEndTime endTime)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Width = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
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{
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foreach (var obj in hitObjects)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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}
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}
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searchPoint = new MultiplierControlPoint();
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}
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public double GetDisplayStartTime(double startTime)
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{
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// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
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double visibleDuration = TimeRange / controlPointAt(startTime).Multiplier;
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double visibleDuration = timeRange / controlPointAt(startTime).Multiplier;
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return startTime - visibleDuration;
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}
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@ -87,9 +38,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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}
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public float PositionAt(double currentTime, double startTime)
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=> (float)((startTime - currentTime) / TimeRange * controlPointAt(startTime).Multiplier * ScrollLength);
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private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
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=> (float)((startTime - currentTime) / timeRange * controlPointAt(startTime).Multiplier * scrollLength);
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/// <summary>
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/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
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@ -3,90 +3,40 @@
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using System;
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using System.Collections.Generic;
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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 osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser
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public readonly struct SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public double TimeRange { get; set; }
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public float ScrollLength { get; set; }
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private readonly Dictionary<double, double> positionCache = new Dictionary<double, double>();
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private readonly Dictionary<double, double> positionCache;
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private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
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private readonly double timeRange;
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private readonly float scrollLength;
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public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints)
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public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints, double timeRange, float scrollLength)
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{
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this.controlPoints = controlPoints;
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this.timeRange = timeRange;
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this.scrollLength = scrollLength;
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positionCache = new Dictionary<double, double>();
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}
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
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if (obj.HitObject is IHasEndTime endTime)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Width = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
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{
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foreach (var obj in hitObjects)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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}
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}
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}
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public double GetDisplayStartTime(double startTime) => startTime - TimeRange - 1000;
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public double GetDisplayStartTime(double startTime) => startTime - timeRange - 1000;
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public float GetLength(double startTime, double endTime)
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{
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var objectLength = relativePositionAtCached(endTime) - relativePositionAtCached(startTime);
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return (float)(objectLength * ScrollLength);
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return (float)(objectLength * scrollLength);
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}
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public float PositionAt(double currentTime, double startTime)
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{
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// Caching is not used here as currentTime is unlikely to have been previously cached
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double timelinePosition = relativePositionAt(currentTime);
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return (float)((relativePositionAtCached(startTime) - timelinePosition) * ScrollLength);
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return (float)((relativePositionAtCached(startTime) - timelinePosition) * scrollLength);
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}
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private double relativePositionAtCached(double time)
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@ -106,7 +56,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
private double relativePositionAt(double time)
|
||||
{
|
||||
if (controlPoints.Count == 0)
|
||||
return time / TimeRange;
|
||||
return time / timeRange;
|
||||
|
||||
double length = 0;
|
||||
|
||||
@ -130,7 +80,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
var durationInCurrent = Math.Min(currentDuration, time - current.StartTime);
|
||||
|
||||
// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
|
||||
length += durationInCurrent / TimeRange * current.Multiplier;
|
||||
length += durationInCurrent / timeRange * current.Multiplier;
|
||||
}
|
||||
|
||||
return length;
|
||||
|
Loading…
Reference in New Issue
Block a user