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https://github.com/ppy/osu
synced 2025-02-04 12:21:58 +00:00
Split out RelativeCoordinateAutoSizingContainer into HitObjectCollection, beginning major rework/refactoring.
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parent
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commit
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@ -2,23 +2,20 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using osu.Framework.Caching;
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namespace osu.Game.Rulesets.Timing.Drawables
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{
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/// <summary>
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/// Represents a container in which contains hit objects and moves relative to the current time.
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/// A container for hit objects which applies applies the speed changes defined by the <see cref="Timing.TimingSection.BeatLength"/> and <see cref="Timing.TimingSection.SpeedMultiplier"/>
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/// properties to its <see cref="Container{T}.Content"/> to affect the <see cref="HitObjectCollection"/> scroll speed.
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/// </summary>
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public abstract class DrawableTimingSection : Container<DrawableHitObject>
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{
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public readonly TimingSection TimingChange;
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public readonly TimingSection TimingSection;
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protected override Container<DrawableHitObject> Content => content;
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private readonly Container<DrawableHitObject> content;
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@ -26,24 +23,18 @@ namespace osu.Game.Rulesets.Timing.Drawables
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private readonly Axes scrollingAxes;
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/// <summary>
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/// Creates a new drawable timing change which contains hit objects and scrolls relative to the current time.
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/// Creates a new <see cref="DrawableTimingSection"/>.
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/// </summary>
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/// <param name="timingChange">The encapsulated timing change that provides the speed changes.</param>
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/// <param name="scrollingAxes">The axes through which this timing change scrolls.</param>
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protected DrawableTimingSection(TimingSection timingChange, Axes scrollingAxes)
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/// <param name="timingSection">The encapsulated timing section that provides the speed changes.</param>
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/// <param name="scrollingAxes">The axes through which this drawable timing section scrolls through.</param>
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protected DrawableTimingSection(TimingSection timingSection, Axes scrollingAxes)
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{
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this.scrollingAxes = scrollingAxes;
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TimingChange = timingChange;
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TimingSection = timingSection;
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// We have to proxy the hit objects to an internal container since we're
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// going to be modifying our height to apply speed changes
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AddInternal(content = new RelativeCoordinateAutoSizingContainer(scrollingAxes)
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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RelativeChildOffset = new Vector2((scrollingAxes & Axes.X) > 0 ? (float)TimingChange.Time : 0, (scrollingAxes & Axes.Y) > 0 ? (float)TimingChange.Time : 0)
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});
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AddInternal(content = CreateHitObjectCollection(scrollingAxes));
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content.RelativeChildOffset = new Vector2((scrollingAxes & Axes.X) > 0 ? (float)TimingSection.Time : 0, (scrollingAxes & Axes.Y) > 0 ? (float)TimingSection.Time : 0);
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}
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public override Axes RelativeSizeAxes
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@ -59,76 +50,24 @@ namespace osu.Game.Rulesets.Timing.Drawables
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if (parent == null)
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return;
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// Adjust our size to account for the speed changes
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float speedAdjustedSize = (float)(1000 / TimingChange.BeatLength / TimingChange.SpeedMultiplier);
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float speedAdjustedSize = (float)(1000 / TimingSection.BeatLength / TimingSection.SpeedMultiplier);
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// The application of speed changes happens by modifying our size while maintaining the parent's relative child size as our own
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// By doing this the scroll speed of the hit objects is changed by a factor of Size / RelativeChildSize
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Size = new Vector2((scrollingAxes & Axes.X) > 0 ? speedAdjustedSize : 1, (scrollingAxes & Axes.Y) > 0 ? speedAdjustedSize : 1);
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RelativeChildSize = new Vector2((scrollingAxes & Axes.X) > 0 ? parent.RelativeChildSize.X : 1, (scrollingAxes & Axes.Y) > 0 ? parent.RelativeChildSize.Y : 1);
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RelativeChildSize = parent.RelativeChildSize;
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}
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protected double TimeSpan => (Parent as TimingSectionCollection)?.TimeSpan ?? 0;
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/// <summary>
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/// Whether this timing change can contain a hit object. This is true if the hit object occurs after this timing change with respect to time.
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/// </summary>
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public bool CanContain(DrawableHitObject hitObject) => TimingSection.Time <= hitObject.HitObject.StartTime;
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/// <summary>
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/// Whether this timing change can contain a hit object. This is true if the hit object occurs "after" after this timing change.
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/// Creates the container which handles the movement of a collection of hit objects.
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/// </summary>
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public bool CanContain(DrawableHitObject hitObject) => TimingChange.Time <= hitObject.HitObject.StartTime;
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/// <summary>
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/// A container which cann be relatively-sized while auto-sizing to its children on desired axes. The relative coordinate space of
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/// this container follows its auto-sized height.
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/// </summary>
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private class RelativeCoordinateAutoSizingContainer : Container<DrawableHitObject>
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{
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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private readonly Axes autoSizingAxes;
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private Cached layout = new Cached();
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/// <summary>
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/// The axes which this container should calculate its size from its children on.
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/// Note that this is not the same as <see cref="Container{T}.AutoSizeAxes"/>, because that would not allow this container
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/// to be relatively sized - desired in the case where the playfield re-defines <see cref="Container{T}.RelativeChildSize"/>.
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/// </summary>
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/// <param name="autoSizingAxes"></param>
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public RelativeCoordinateAutoSizingContainer(Axes autoSizingAxes)
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{
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this.autoSizingAxes = autoSizingAxes;
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}
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public override void InvalidateFromChild(Invalidation invalidation)
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{
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// We only want to re-compute our size when a child's size or position has changed
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if ((invalidation & Invalidation.Geometry) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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layout.Invalidate();
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base.InvalidateFromChild(invalidation);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!layout.EnsureValid())
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{
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layout.Refresh(() =>
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{
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if (!Children.Any())
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return;
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float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X;
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float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
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Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
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RelativeChildSize = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : 1, (autoSizingAxes & Axes.Y) > 0 ? height : 1);
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});
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}
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}
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}
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/// <param name="autoSizingAxes"></param>
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/// <returns></returns>
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protected abstract HitObjectCollection CreateHitObjectCollection(Axes autoSizingAxes);
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}
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}
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98
osu.Game/Rulesets/Timing/Drawables/HitObjectCollection.cs
Normal file
98
osu.Game/Rulesets/Timing/Drawables/HitObjectCollection.cs
Normal file
@ -0,0 +1,98 @@
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// Copyright (c) 2007-2017 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Rulesets.Timing.Drawables
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="DrawableTimingSection"/>.
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///
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/// <para>
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/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
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/// positions/sizes to make proper use of this container.
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/// </para>
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///
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/// <para>
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/// This container will auto-size to the total size of its children along the desired auto-sizing axes such that the size of this container
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/// will also be a time value if hit objects added to this container have time values as their positions/sizes.
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/// </para>
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///
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/// <para>
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/// This container will always be relatively-sized to its parent through the use of <see cref="Drawable.RelativeSizeAxes"/> such that the
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/// parent can utilise <see cref="Container{T}.RelativeChildSize"/> and <see cref="Container{T}.RelativeChildOffset"/> to apply further
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/// time offsets to this collection of hit objects.
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/// </para>
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/// </summary>
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public abstract class HitObjectCollection : Container<DrawableHitObject>
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{
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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private readonly Axes autoSizingAxes;
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private Cached layout = new Cached();
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/// <summary>
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/// Creates a new <see cref="HitObjectCollection"/>.
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/// </summary>
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/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
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protected HitObjectCollection(Axes autoSizingAxes)
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{
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this.autoSizingAxes = autoSizingAxes;
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}
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public override Axes AutoSizeAxes { set { throw new InvalidOperationException($"{nameof(HitObjectCollection)} must always be relatively-sized."); } }
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public override Axes RelativeSizeAxes
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{
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get { return Axes.Both; }
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set { throw new InvalidOperationException($"{nameof(HitObjectCollection)} must always be relatively-sized."); }
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}
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public override void InvalidateFromChild(Invalidation invalidation)
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{
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// We only want to re-compute our size when a child's size or position has changed
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if ((invalidation & Invalidation.Geometry) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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layout.Invalidate();
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base.InvalidateFromChild(invalidation);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!layout.EnsureValid())
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{
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layout.Refresh(() =>
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{
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if (!Children.Any())
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return;
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// Auto-size to the total size of our children
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float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X;
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float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
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// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
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base.Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
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// Then to make our position-space be time values again, we need our relative child size to follow our size
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RelativeChildSize = Size;
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});
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}
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}
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}
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}
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@ -11,8 +11,11 @@ using osu.Game.Rulesets.Timing.Drawables;
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namespace osu.Game.Rulesets.Timing
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{
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public class TimingSectionCollection : Container<DrawableTimingSection>
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public abstract class TimingSectionCollection : Container<DrawableTimingSection>
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{
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/// <summary>
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/// The length of time which is visualized
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/// </summary>
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public double TimeSpan { get; set; }
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/// <summary>
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