Remove state computation + updates from ISpeedChangeVisualiser

This commit is contained in:
smoogipoo
2018-10-30 18:00:55 +09:00
parent 0bdeebbce2
commit 589c3a47e2
5 changed files with 110 additions and 228 deletions

View File

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