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.Framework.Lists;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing; using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Visualisers; 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>(); protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>(); public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
private readonly SpeedChangeVisualisationMethod visualisationMethod;
private Cached initialStateCache = new Cached(); private Cached initialStateCache = new Cached();
private ISpeedChangeVisualiser visualiser;
private readonly ISpeedChangeVisualiser speedChangeVisualiser;
public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod) public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
{ {
this.visualisationMethod = visualisationMethod;
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
TimeRange.ValueChanged += _ => initialStateCache.Invalidate(); TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
Direction.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) public override void Add(DrawableHitObject hitObject)
@ -95,23 +85,68 @@ namespace osu.Game.Rulesets.UI.Scrolling
{ {
base.Update(); 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) switch (Direction.Value)
{ {
case ScrollingDirection.Up: case ScrollingDirection.Up:
case ScrollingDirection.Down: case ScrollingDirection.Down:
speedChangeVisualiser.ScrollLength = DrawSize.Y; scrollLength = DrawSize.Y;
break; break;
default: default:
speedChangeVisualiser.ScrollLength = DrawSize.X; scrollLength = DrawSize.X;
break; break;
} }
if (!initialStateCache.IsValid) switch (visualisationMethod)
{ {
speedChangeVisualiser.ComputeInitialStates(Objects, Direction); default:
initialStateCache.Validate(); 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(); base.UpdateAfterChildrenLife();
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions // We need to calculate hitobject positions as soon as possible after lifetimes so that hitobjects get the final say in their positions
speedChangeVisualiser.UpdatePositions(AliveObjects, Direction, Time.Current); 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;
}
} }
} }
} }

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@ -1,69 +1,20 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{ {
public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser public readonly struct ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
{ {
public double TimeRange { get; set; } private readonly double timeRange;
private readonly float scrollLength;
public float ScrollLength { get; set; } public ConstantSpeedChangeVisualiser(double timeRange, float scrollLength)
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction)
{ {
foreach (var obj in hitObjects) this.timeRange = timeRange;
{ this.scrollLength = scrollLength;
obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
if (obj.HitObject is IHasEndTime endTime)
{
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
}
} }
ComputeInitialStates(obj.NestedHitObjects, direction); public double GetDisplayStartTime(double startTime) => startTime - timeRange;
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
}
}
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
{
foreach (var obj in hitObjects)
{
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Down:
obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Left:
obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Right:
obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
}
}
}
public double GetDisplayStartTime(double startTime) => startTime - TimeRange;
public float GetLength(double startTime, double endTime) public float GetLength(double startTime, double endTime)
{ {
@ -72,6 +23,6 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
return -PositionAt(endTime, startTime); return -PositionAt(endTime, startTime);
} }
public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / TimeRange * ScrollLength); public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / timeRange * scrollLength);
} }
} }

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@ -1,33 +1,10 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{ {
public interface ISpeedChangeVisualiser public interface ISpeedChangeVisualiser
{ {
double TimeRange { get; set; }
float ScrollLength { get; set; }
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that remain constant while scrolling, such as lifetime and spatial length.
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction);
/// <summary>
/// Updates the positions of <see cref="DrawableHitObject"/>s, depending on the current time. This is invoked once per frame.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose positions should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="currentTime">The current time.</param>
void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime);
double GetDisplayStartTime(double startTime); double GetDisplayStartTime(double startTime);
float GetLength(double startTime, double endTime); float GetLength(double startTime, double endTime);

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@ -1,81 +1,32 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Lists; using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing; using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{ {
public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser public readonly struct OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
{ {
public double TimeRange { get; set; } private readonly MultiplierControlPoint searchPoint;
public float ScrollLength { get; set; }
private readonly SortedList<MultiplierControlPoint> controlPoints; private readonly SortedList<MultiplierControlPoint> controlPoints;
private readonly double timeRange;
private readonly float scrollLength;
public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints) public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints, double timeRange, float scrollLength)
{ {
this.controlPoints = controlPoints; this.controlPoints = controlPoints;
} this.timeRange = timeRange;
this.scrollLength = scrollLength;
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction) searchPoint = new MultiplierControlPoint();
{
foreach (var obj in hitObjects)
{
obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
if (obj.HitObject is IHasEndTime endTime)
{
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
}
}
ComputeInitialStates(obj.NestedHitObjects, direction);
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
}
}
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
{
foreach (var obj in hitObjects)
{
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Down:
obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Left:
obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Right:
obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
}
}
} }
public double GetDisplayStartTime(double startTime) public double GetDisplayStartTime(double startTime)
{ {
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases // The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
double visibleDuration = TimeRange / controlPointAt(startTime).Multiplier; double visibleDuration = timeRange / controlPointAt(startTime).Multiplier;
return startTime - visibleDuration; return startTime - visibleDuration;
} }
@ -87,9 +38,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
} }
public float PositionAt(double currentTime, double startTime) public float PositionAt(double currentTime, double startTime)
=> (float)((startTime - currentTime) / TimeRange * controlPointAt(startTime).Multiplier * ScrollLength); => (float)((startTime - currentTime) / timeRange * controlPointAt(startTime).Multiplier * scrollLength);
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
/// <summary> /// <summary>
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time. /// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.

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@ -3,90 +3,40 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing; using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{ {
public class SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser public readonly struct SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser
{ {
public double TimeRange { get; set; } private readonly Dictionary<double, double> positionCache;
public float ScrollLength { get; set; }
private readonly Dictionary<double, double> positionCache = new Dictionary<double, double>();
private readonly IReadOnlyList<MultiplierControlPoint> controlPoints; private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
private readonly double timeRange;
private readonly float scrollLength;
public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints) public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints, double timeRange, float scrollLength)
{ {
this.controlPoints = controlPoints; this.controlPoints = controlPoints;
this.timeRange = timeRange;
this.scrollLength = scrollLength;
positionCache = new Dictionary<double, double>();
} }
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction) public double GetDisplayStartTime(double startTime) => startTime - timeRange - 1000;
{
foreach (var obj in hitObjects)
{
obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
if (obj.HitObject is IHasEndTime endTime)
{
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = GetLength(obj.HitObject.StartTime, endTime.EndTime);
break;
}
}
ComputeInitialStates(obj.NestedHitObjects, direction);
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
}
}
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
{
foreach (var obj in hitObjects)
{
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Down:
obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Left:
obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
break;
case ScrollingDirection.Right:
obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
break;
}
}
}
public double GetDisplayStartTime(double startTime) => startTime - TimeRange - 1000;
public float GetLength(double startTime, double endTime) public float GetLength(double startTime, double endTime)
{ {
var objectLength = relativePositionAtCached(endTime) - relativePositionAtCached(startTime); var objectLength = relativePositionAtCached(endTime) - relativePositionAtCached(startTime);
return (float)(objectLength * ScrollLength); return (float)(objectLength * scrollLength);
} }
public float PositionAt(double currentTime, double startTime) public float PositionAt(double currentTime, double startTime)
{ {
// Caching is not used here as currentTime is unlikely to have been previously cached // Caching is not used here as currentTime is unlikely to have been previously cached
double timelinePosition = relativePositionAt(currentTime); double timelinePosition = relativePositionAt(currentTime);
return (float)((relativePositionAtCached(startTime) - timelinePosition) * ScrollLength); return (float)((relativePositionAtCached(startTime) - timelinePosition) * scrollLength);
} }
private double relativePositionAtCached(double time) private double relativePositionAtCached(double time)
@ -106,7 +56,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
private double relativePositionAt(double time) private double relativePositionAt(double time)
{ {
if (controlPoints.Count == 0) if (controlPoints.Count == 0)
return time / TimeRange; return time / timeRange;
double length = 0; double length = 0;
@ -130,7 +80,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
var durationInCurrent = Math.Min(currentDuration, time - current.StartTime); var durationInCurrent = Math.Min(currentDuration, time - current.StartTime);
// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier // Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
length += durationInCurrent / TimeRange * current.Multiplier; length += durationInCurrent / timeRange * current.Multiplier;
} }
return length; return length;