Merge branch 'master' into nested-hitobject-pooling

This commit is contained in:
Dean Herbert
2020-11-13 16:53:20 +09:00
committed by GitHub
27 changed files with 593 additions and 144 deletions

View File

@ -10,6 +10,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Logging;
using osu.Framework.Threading;
@ -27,8 +28,16 @@ namespace osu.Game.Rulesets.Objects.Drawables
[Cached(typeof(DrawableHitObject))]
public abstract class DrawableHitObject : SkinReloadableDrawable
{
/// <summary>
/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
/// </summary>
public event Action<DrawableHitObject> DefaultsApplied;
/// <summary>
/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject> HitObjectApplied;
/// <summary>
/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
/// </summary>
@ -130,6 +139,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
[Resolved(CanBeNull = true)]
private DrawableRuleset drawableRuleset { get; set; }
private Container<PausableSkinnableSound> samplesContainer;
/// <summary>
/// Creates a new <see cref="DrawableHitObject"/>.
/// </summary>
@ -146,6 +157,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.PositionalHitSounds, userPositionalHitSounds);
// Explicit non-virtual function call.
base.AddInternal(samplesContainer = new Container<PausableSkinnableSound> { RelativeSizeAxes = Axes.Both });
}
protected override void LoadAsyncComplete()
@ -160,7 +174,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
{
base.LoadComplete();
StartTimeBindable.BindValueChanged(_ => updateState(State.Value, true));
comboIndexBindable.BindValueChanged(_ => updateComboColour(), true);
updateState(ArmedState.Idle, true);
@ -214,6 +227,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
StartTimeBindable.BindTo(HitObject.StartTimeBindable);
StartTimeBindable.BindValueChanged(onStartTimeChanged);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.BindTo(combo.ComboIndexBindable);
@ -223,6 +238,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
HitObject.DefaultsApplied += onDefaultsApplied;
OnApply(hitObject);
HitObjectApplied?.Invoke(this);
// If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates.
if (IsLoaded)
@ -242,9 +258,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
samplesBindable.UnbindFrom(HitObject.SamplesBindable);
// Changes in start time trigger state updates. When a new hitobject is applied, OnApply() automatically performs a state update anyway.
StartTimeBindable.ValueChanged -= onStartTimeChanged;
// When a new hitobject is applied, the samples will be cleared before re-populating.
// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
samplesBindable.CollectionChanged -= onSamplesChanged;
@ -312,11 +330,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </summary>
protected virtual void LoadSamples()
{
if (Samples != null)
{
RemoveInternal(Samples);
Samples = null;
}
samplesContainer.Clear();
Samples = null;
var samples = GetSamples().ToArray();
@ -329,12 +344,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
}
Samples = new PausableSkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)));
AddInternal(Samples);
samplesContainer.Add(Samples = new PausableSkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s))));
}
private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
private void onStartTimeChanged(ValueChangedEvent<double> startTime) => updateState(State.Value, true);
private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
private void onRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);