Remove delay of lifetime update

The scheduling is no longer necessary because `OnAdd` is changed to not invoked immediately for non-pooled DHOs.
This commit is contained in:
ekrctb 2021-05-31 16:24:13 +09:00
parent 3cedc0824d
commit 742c5b442b

View File

@ -17,11 +17,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
private readonly IBindable<double> timeRange = new BindableDouble();
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
/// <summary>
/// Hit objects which require lifetime computation in the next update call.
/// </summary>
private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
/// <summary>
/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
/// </summary>
@ -54,7 +49,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
{
base.Clear();
toComputeLifetime.Clear();
layoutComputed.Clear();
}
@ -158,20 +152,14 @@ namespace osu.Game.Rulesets.UI.Scrolling
protected override void OnRemove(DrawableHitObject drawableHitObject)
{
toComputeLifetime.Remove(drawableHitObject);
layoutComputed.Remove(drawableHitObject);
drawableHitObject.DefaultsApplied -= invalidateHitObject;
}
/// <summary>
/// Make this <see cref="DrawableHitObject"/> lifetime and layout computed in next update.
/// </summary>
private void invalidateHitObject(DrawableHitObject hitObject)
{
// Lifetime computation is delayed until next update because
// when the hit object is not pooled this container is not loaded here and `scrollLength` cannot be computed.
toComputeLifetime.Add(hitObject);
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
layoutComputed.Remove(hitObject);
}
@ -181,39 +169,29 @@ namespace osu.Game.Rulesets.UI.Scrolling
{
base.Update();
if (!layoutCache.IsValid)
if (layoutCache.IsValid) return;
foreach (var hitObject in Objects)
{
toComputeLifetime.Clear();
foreach (var hitObject in Objects)
{
if (hitObject.HitObject != null)
toComputeLifetime.Add(hitObject);
}
layoutComputed.Clear();
scrollingInfo.Algorithm.Reset();
switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
scrollLength = DrawSize.Y;
break;
default:
scrollLength = DrawSize.X;
break;
}
layoutCache.Validate();
if (hitObject.HitObject != null)
invalidateHitObject(hitObject);
}
foreach (var hitObject in toComputeLifetime)
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
scrollingInfo.Algorithm.Reset();
toComputeLifetime.Clear();
switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
scrollLength = DrawSize.Y;
break;
default:
scrollLength = DrawSize.X;
break;
}
layoutCache.Validate();
}
protected override void UpdateAfterChildrenLife()