mirror of
https://github.com/ppy/osu
synced 2024-12-27 17:32:56 +00:00
156 lines
6.9 KiB
C#
156 lines
6.9 KiB
C#
// 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.Graphics;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Timing
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{
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/// <summary>
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/// A container in which added drawables are put into a relative coordinate space spanned by a length of time.
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/// <para>
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/// This container contains <see cref="ControlPoint"/>s which scroll inside this container.
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/// Drawables added to this container are moved inside the relevant <see cref="ControlPoint"/>,
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/// and as such, will scroll along with the <see cref="ControlPoint"/>s.
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/// </para>
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/// </summary>
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public class ControlPointContainer : Container<Drawable>
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{
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/// <summary>
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/// The amount of time which this container spans.
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/// </summary>
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public double TimeSpan { get; set; }
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private readonly List<DrawableControlPoint> drawableControlPoints;
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public ControlPointContainer(IEnumerable<TimingChange> timingChanges)
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{
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drawableControlPoints = timingChanges.Select(t => new DrawableControlPoint(t)).ToList();
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Children = drawableControlPoints;
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}
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/// <summary>
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/// Adds a drawable to this container. Note that the drawable added must have its Y-position be
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/// an absolute unit of time that is _not_ relative to <see cref="TimeSpan"/>.
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/// </summary>
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/// <param name="drawable">The drawable to add.</param>
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public override void Add(Drawable drawable)
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{
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// Always add timing sections to ourselves
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if (drawable is DrawableControlPoint)
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{
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base.Add(drawable);
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return;
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}
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var controlPoint = drawableControlPoints.LastOrDefault(t => t.CanContain(drawable)) ?? drawableControlPoints.FirstOrDefault();
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if (controlPoint == null)
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throw new InvalidOperationException("Could not find suitable timing section to add object to.");
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controlPoint.Add(drawable);
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}
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/// <summary>
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/// A container that contains drawables within the time span of a timing section.
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/// <para>
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/// The content of this container will scroll relative to the current time.
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/// </para>
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/// </summary>
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private class DrawableControlPoint : Container
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{
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private readonly TimingChange timingChange;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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/// <summary>
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/// Creates a drawable control point. The height of this container will be proportional
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/// to the beat length of the control point it is initialized with such that, e.g. a beat length
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/// of 500ms results in this container being twice as high as its parent, which further means that
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/// the content container will scroll at twice the normal rate.
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/// </summary>
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/// <param name="timingChange">The control point to create the drawable control point for.</param>
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public DrawableControlPoint(TimingChange timingChange)
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{
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this.timingChange = timingChange;
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RelativeSizeAxes = Axes.Both;
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AddInternal(content = new AutoTimeRelativeContainer
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Y = (float)timingChange.Time
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});
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}
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protected override void Update()
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{
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var parent = (ControlPointContainer)Parent;
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// Adjust our height to account for the speed changes
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Height = (float)(1000 / timingChange.BeatLength / timingChange.SpeedMultiplier);
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RelativeChildSize = new Vector2(1, (float)parent.TimeSpan);
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// Scroll the content
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content.Y = (float)(timingChange.Time - Time.Current);
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}
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public override void Add(Drawable drawable)
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{
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// The previously relatively-positioned drawable will now become relative to content, but since the drawable has no knowledge of content,
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// we need to offset it back by content's position position so that it becomes correctly relatively-positioned to content
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// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing change
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// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
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drawable.Y -= (float)timingChange.Time;
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base.Add(drawable);
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}
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/// <summary>
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/// Whether this control point can contain a drawable. This control point can contain a drawable if the drawable is positioned "after" this control point.
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/// </summary>
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/// <param name="drawable">The drawable to check.</param>
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public bool CanContain(Drawable drawable) => content.Y <= drawable.Y;
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/// <summary>
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/// A container which always keeps its height and relative coordinate space "auto-sized" to its children.
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/// <para>
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/// This is used in the case where children are relatively positioned/sized to time values (e.g. notes/bar lines) to keep
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/// such children wrapped inside a container, otherwise they would disappear due to container flattening.
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/// </para>
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/// </summary>
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private class AutoTimeRelativeContainer : Container
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{
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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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.RequiredParentSizeToFit) == 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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if (!Children.Any())
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return;
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float height = Children.Select(child => child.Y + child.Height).Max();
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Height = height;
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RelativeChildSize = new Vector2(1, height);
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base.InvalidateFromChild(invalidation);
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}
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}
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}
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}
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} |