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Remove state computation + updates from ISpeedChangeVisualiser
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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Game.Configuration;
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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.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Visualisers;
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@ -29,30 +30,19 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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private readonly SpeedChangeVisualisationMethod visualisationMethod;
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private Cached initialStateCache = new Cached();
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private readonly ISpeedChangeVisualiser speedChangeVisualiser;
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private ISpeedChangeVisualiser visualiser;
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public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
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{
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this.visualisationMethod = visualisationMethod;
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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switch (visualisationMethod)
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{
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case SpeedChangeVisualisationMethod.Sequential:
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speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
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break;
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case SpeedChangeVisualisationMethod.Overlapping:
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speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
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break;
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case SpeedChangeVisualisationMethod.Constant:
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speedChangeVisualiser = new ConstantSpeedChangeVisualiser();
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break;
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}
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}
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public override void Add(DrawableHitObject hitObject)
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@ -95,23 +85,68 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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base.Update();
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speedChangeVisualiser.TimeRange = TimeRange.Value;
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if (!initialStateCache.IsValid)
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{
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visualiser = createVisualiser();
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foreach (var obj in Objects)
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computeInitialStateRecursive(obj);
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initialStateCache.Validate();
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}
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}
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private ISpeedChangeVisualiser createVisualiser()
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{
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float scrollLength;
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switch (Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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speedChangeVisualiser.ScrollLength = DrawSize.Y;
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scrollLength = DrawSize.Y;
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break;
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default:
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speedChangeVisualiser.ScrollLength = DrawSize.X;
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scrollLength = DrawSize.X;
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break;
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}
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if (!initialStateCache.IsValid)
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switch (visualisationMethod)
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{
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speedChangeVisualiser.ComputeInitialStates(Objects, Direction);
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initialStateCache.Validate();
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default:
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case SpeedChangeVisualisationMethod.Constant:
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return new ConstantSpeedChangeVisualiser(TimeRange, scrollLength);
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case SpeedChangeVisualisationMethod.Overlapping:
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return new OverlappingSpeedChangeVisualiser(ControlPoints, TimeRange, scrollLength);
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case SpeedChangeVisualisationMethod.Sequential:
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return new SequentialSpeedChangeVisualiser(ControlPoints, TimeRange, scrollLength);
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}
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}
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private void computeInitialStateRecursive(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = visualiser.GetDisplayStartTime(hitObject.HitObject.StartTime);
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if (hitObject.HitObject is IHasEndTime endTime)
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{
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switch (Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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hitObject.Height = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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hitObject.Height = visualiser.GetLength(hitObject.HitObject.StartTime, endTime.EndTime);
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break;
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}
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}
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foreach (var obj in hitObject.NestedHitObjects)
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{
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computeInitialStateRecursive(obj);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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}
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}
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@ -119,8 +154,28 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
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speedChangeVisualiser.UpdatePositions(AliveObjects, Direction, Time.Current);
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// We need to calculate hitobject positions as soon as possible after lifetimes so that hitobjects get the final say in their positions
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foreach (var obj in AliveObjects)
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updatePosition(obj, Time.Current);
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}
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
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{
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switch (Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObject.Y = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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hitObject.Y = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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hitObject.X = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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hitObject.X = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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break;
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}
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}
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}
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}
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