mirror of https://github.com/ppy/osu
287 lines
12 KiB
C#
287 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Layout;
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using osu.Game.Rulesets.Objects;
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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.UI.Scrolling.Algorithms;
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using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public partial class ScrollingHitObjectContainer : HitObjectContainer
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{
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly IBindable<IScrollAlgorithm> algorithm = new Bindable<IScrollAlgorithm>();
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/// <summary>
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/// Whether the scrolling direction is horizontal or vertical.
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/// </summary>
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private Direction scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? Direction.Horizontal : Direction.Vertical;
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/// <summary>
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/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
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/// </summary>
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/// <example>
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/// <see cref="ScrollingDirection.Down"/> is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future,
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/// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position.
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/// </example>
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private bool axisInverted => direction.Value == ScrollingDirection.Down || direction.Value == ScrollingDirection.Right;
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/// <summary>
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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public ScrollingHitObjectContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddLayout(layoutCache);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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direction.BindTo(scrollingInfo.Direction);
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timeRange.BindTo(scrollingInfo.TimeRange);
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algorithm.BindTo(scrollingInfo.Algorithm);
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direction.ValueChanged += _ => layoutCache.Invalidate();
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timeRange.ValueChanged += _ => layoutCache.Invalidate();
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algorithm.ValueChanged += _ => layoutCache.Invalidate();
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}
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/// <summary>
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/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to the position.
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/// </summary>
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/// <remarks>
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/// If there are multiple valid time values, one arbitrary time is returned.
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/// </remarks>
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public double TimeAtPosition(float localPosition, double currentTime)
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{
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float scrollPosition = axisInverted ? -localPosition : localPosition;
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return algorithm.Value.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
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}
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/// <summary>
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/// Given a position at the current time in screen space, return the time of the object corresponding the position.
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/// </summary>
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/// <remarks>
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/// If there are multiple valid time values, one arbitrary time is returned.
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/// </remarks>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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Vector2 pos = ToLocalSpace(screenSpacePosition);
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float localPosition = scrollingAxis == Direction.Horizontal ? pos.X : pos.Y;
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localPosition -= axisInverted ? scrollLength : 0;
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return TimeAtPosition(localPosition, Time.Current);
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
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/// </summary>
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public float PositionAtTime(double time, double currentTime, double? originTime = null)
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{
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float scrollPosition = algorithm.Value.PositionAt(time, currentTime, timeRange.Value, scrollLength, originTime);
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return axisInverted ? -scrollPosition : scrollPosition;
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
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/// </summary>
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public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
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/// <summary>
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/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
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/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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float localPosition = PositionAtTime(time, Time.Current);
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localPosition += axisInverted ? scrollLength : 0;
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return scrollingAxis == Direction.Horizontal
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? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
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: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
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}
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/// <summary>
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/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
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/// </summary>
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public float LengthAtTime(double startTime, double endTime)
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{
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return algorithm.Value.GetLength(startTime, endTime, timeRange.Value, scrollLength);
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}
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private float scrollLength => scrollingAxis == Direction.Horizontal ? DrawWidth : DrawHeight;
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public override void Add(HitObjectLifetimeEntry entry)
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{
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// Scroll info is not available until loaded.
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// The lifetime of all entries will be updated in the first Update.
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if (IsLoaded)
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setComputedLifetime(entry);
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base.Add(entry);
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}
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protected override void AddDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
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{
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base.AddDrawable(entry, drawable);
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invalidateHitObject(drawable);
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drawable.DefaultsApplied += invalidateHitObject;
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}
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protected override void RemoveDrawable(HitObjectLifetimeEntry entry, DrawableHitObject drawable)
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{
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base.RemoveDrawable(entry, drawable);
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drawable.DefaultsApplied -= invalidateHitObject;
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layoutComputed.Remove(drawable);
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}
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private void invalidateHitObject(DrawableHitObject hitObject)
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{
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layoutComputed.Remove(hitObject);
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}
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protected override void Update()
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{
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base.Update();
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if (layoutCache.IsValid) return;
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layoutComputed.Clear();
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foreach (var entry in Entries)
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setComputedLifetime(entry);
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algorithm.Value.Reset();
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layoutCache.Validate();
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}
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protected override void UpdateAfterChildrenLife()
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{
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base.UpdateAfterChildrenLife();
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// We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes
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// to prevent hit objects displayed in a wrong position for one frame.
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// Only AliveEntries need to be considered for layout (reduces overhead in the case of scroll speed changes).
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// We are not using AliveObjects directly to avoid selection/sorting overhead since we don't care about the order at which positions will be updated.
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foreach (var entry in AliveEntries)
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{
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var obj = entry.Value;
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updatePosition(obj, Time.Current);
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if (layoutComputed.Contains(obj))
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continue;
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updateLayoutRecursive(obj);
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layoutComputed.Add(obj);
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}
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}
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/// <summary>
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/// Get a conservative maximum bounding box of a <see cref="DrawableHitObject"/> corresponding to <paramref name="entry"/>.
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/// It is used to calculate when the hit object appears.
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/// </summary>
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protected virtual RectangleF GetConservativeBoundingBox(HitObjectLifetimeEntry entry) => new RectangleF().Inflate(100);
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private double computeDisplayStartTime(HitObjectLifetimeEntry entry)
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{
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RectangleF boundingBox = GetConservativeBoundingBox(entry);
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float startOffset = 0;
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switch (direction.Value)
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{
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case ScrollingDirection.Right:
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startOffset = boundingBox.Right;
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break;
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case ScrollingDirection.Down:
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startOffset = boundingBox.Bottom;
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break;
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case ScrollingDirection.Left:
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startOffset = -boundingBox.Left;
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break;
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case ScrollingDirection.Up:
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startOffset = -boundingBox.Top;
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break;
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}
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return algorithm.Value.GetDisplayStartTime(entry.HitObject.StartTime, startOffset, timeRange.Value, scrollLength);
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}
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private void setComputedLifetime(HitObjectLifetimeEntry entry)
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{
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double computedStartTime = computeDisplayStartTime(entry);
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// always load the hitobject before its first judgement offset
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entry.LifetimeStart = Math.Min(entry.HitObject.StartTime - entry.HitObject.MaximumJudgementOffset, computedStartTime);
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// This is likely not entirely correct, but sets a sane expectation of the ending lifetime.
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// A more correct lifetime will be overwritten after a DrawableHitObject is assigned via DrawableHitObject.updateState.
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//
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// It is required that we set a lifetime end here to ensure that in scenarios like loading a Player instance to a seeked
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// location in a beatmap doesn't churn every hit object into a DrawableHitObject. Even in a pooled scenario, the overhead
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// of this can be quite crippling.
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entry.LifetimeEnd = entry.HitObject.GetEndTime() + timeRange.Value;
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}
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private void updateLayoutRecursive(DrawableHitObject hitObject, double? parentHitObjectStartTime = null)
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{
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parentHitObjectStartTime ??= hitObject.HitObject.StartTime;
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if (hitObject.HitObject is IHasDuration e)
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{
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float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
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if (scrollingAxis == Direction.Horizontal)
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hitObject.Width = length;
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else
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hitObject.Height = length;
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}
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foreach (var obj in hitObject.NestedHitObjects)
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{
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updateLayoutRecursive(obj, parentHitObjectStartTime);
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// Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime
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updatePosition(obj, hitObject.HitObject.StartTime, parentHitObjectStartTime);
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setComputedLifetime(obj.Entry);
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}
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}
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private void updatePosition(DrawableHitObject hitObject, double currentTime, double? parentHitObjectStartTime = null)
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{
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float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime, parentHitObjectStartTime);
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if (scrollingAxis == Direction.Horizontal)
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hitObject.X = position;
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else
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hitObject.Y = position;
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}
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}
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}
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