osu/osu.Game/Rulesets/Timing/DrawableTimingSection.cs
2017-06-09 19:57:03 +09:00

124 lines
5.5 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
namespace osu.Game.Rulesets.Timing
{
/// <summary>
/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
///
/// <para>
/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
/// positions/sizes to make proper use of this container.
/// </para>
///
/// <para>
/// This container will auto-size to the total size of its children along the desired auto-sizing axes such that the reasulting size
/// of this container will also be a time value.
/// </para>
///
/// <para>
/// This container will always be relatively-sized and positioned to its parent through the use of <see cref="Drawable.RelativeSizeAxes"/>
/// and <see cref="Drawable.RelativePositionAxes"/> such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/> and
/// <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
/// </para>
/// </summary>
public abstract class DrawableTimingSection : Container<DrawableHitObject>
{
private readonly BindableDouble visibleTimeRange = new BindableDouble();
public BindableDouble VisibleTimeRange
{
get { return visibleTimeRange; }
set { visibleTimeRange.BindTo(value); }
}
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
private readonly Axes autoSizingAxes;
private Cached layout = new Cached();
/// <summary>
/// Creates a new <see cref="DrawableTimingSection"/>.
/// </summary>
/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
protected DrawableTimingSection(Axes autoSizingAxes)
{
this.autoSizingAxes = autoSizingAxes;
// We need a default size since RelativeSizeAxes is overridden
Size = Vector2.One;
}
public override Axes AutoSizeAxes { set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-sized."); } }
public override Axes RelativeSizeAxes
{
get { return Axes.Both; }
set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-sized."); }
}
public override Axes RelativePositionAxes
{
get { return Axes.Both; }
set { throw new InvalidOperationException($"{nameof(DrawableTimingSection)} must always be relatively-positioned."); }
}
public override void InvalidateFromChild(Invalidation invalidation)
{
// We only want to re-compute our size when a child's size or position has changed
if ((invalidation & Invalidation.RequiredParentSizeToFit) == 0)
{
base.InvalidateFromChild(invalidation);
return;
}
layout.Invalidate();
base.InvalidateFromChild(invalidation);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (!layout.EnsureValid())
{
layout.Refresh(() =>
{
if (!Children.Any())
return;
//double maxDuration = Children.Select(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime).Max();
//float width = (float)maxDuration - RelativeChildOffset.X;
//float height = (float)maxDuration - RelativeChildOffset.Y;
// Auto-size to the total size of our children
// This ends up being the total duration of our children, however for now this is a more sure-fire way to calculate this
// than the above due to some undesired masking optimisations causing some hit objects to be culled...
// Todo: When this is investigated more we should use the above method as it is a little more exact
float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X;
float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
// Then to make our position-space be time values again, we need our relative child size to follow our size
RelativeChildSize = Size;
});
}
}
}
}