Remove gross autoSizingAxes and life time.

This commit is contained in:
smoogipooo
2017-06-16 13:00:08 +09:00
parent 6bfb716cc6
commit 5bac0919f0
9 changed files with 42 additions and 45 deletions

View File

@ -46,18 +46,18 @@ namespace osu.Game.Rulesets.Timing
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
private readonly Axes autoSizingAxes;
/// <summary>
/// Axes through which this timing section scrolls. This is set from <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
internal Axes ScrollingAxes;
private Cached layout = new Cached();
/// <summary>
/// Creates a new <see cref="DrawableTimingSection"/>.
/// </summary>
/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
protected DrawableTimingSection(Axes autoSizingAxes)
protected DrawableTimingSection()
{
this.autoSizingAxes = autoSizingAxes;
RelativeSizeAxes = Axes.Both;
RelativePositionAxes = Axes.Both;
}
@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.Timing
float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? width : Size.X, (ScrollingAxes & Axes.Y) > 0 ? height : Size.Y);
// Then to make our position-space be time values again, we need our relative child size to follow our size
RelativeChildSize = Size;
});

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@ -40,6 +40,17 @@ namespace osu.Game.Rulesets.Timing
/// </summary>
private readonly Queue<DrawableHitObject> queuedHitObjects = new Queue<DrawableHitObject>();
private readonly Axes scrollingAxes;
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentCollection"/>.
/// </summary>
/// <param name="scrollingAxes">The axes upon which hit objects should appear to scroll inside this container.</param>
public SpeedAdjustmentCollection(Axes scrollingAxes)
{
this.scrollingAxes = scrollingAxes;
}
/// <summary>
/// Adds a hit object to this <see cref="SpeedAdjustmentCollection"/>. The hit objects will be kept in a queue
/// and will be processed when new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="SpeedAdjustmentCollection"/>.
@ -53,6 +64,7 @@ namespace osu.Game.Rulesets.Timing
public override void Add(SpeedAdjustmentContainer speedAdjustment)
{
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.ScrollingAxes = scrollingAxes;
base.Add(speedAdjustment);
}

View File

@ -7,6 +7,9 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
using System;
using System.Linq;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Timing
{
@ -31,35 +34,34 @@ namespace osu.Game.Rulesets.Timing
set { visibleTimeRange.BindTo(value); }
}
/// <summary>
/// The <see cref="MultiplierControlPoint"/> which provides the speed adjustments for this container.
/// </summary>
public readonly MultiplierControlPoint ControlPoint;
protected override Container<DrawableHitObject> Content => content;
private Container<DrawableHitObject> content;
public readonly Axes ScrollingAxes;
/// <summary>
/// Axes which the content of this container will scroll through.
/// </summary>
/// <returns></returns>
public Axes ScrollingAxes { get; internal set; }
public readonly MultiplierControlPoint ControlPoint;
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> which provides the speed adjustments for this container.</param>
/// <param name="scrollingAxes">The axes through which the content of this container should scroll through.</param>
protected SpeedAdjustmentContainer(MultiplierControlPoint controlPoint, Axes scrollingAxes)
protected SpeedAdjustmentContainer(MultiplierControlPoint controlPoint)
{
ScrollingAxes = scrollingAxes;
this.ControlPoint = controlPoint;
RelativeSizeAxes = Axes.Both;
ControlPoint = controlPoint;
}
[BackgroundDependencyLoader]
private void load()
{
DrawableTimingSection timingSection = CreateTimingSection();
DrawableTimingSection timingSection = CreateTimingSection(ControlPoint);
timingSection.ScrollingAxes = ScrollingAxes;
timingSection.VisibleTimeRange.BindTo(VisibleTimeRange);
timingSection.RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0);
@ -89,6 +91,6 @@ namespace osu.Game.Rulesets.Timing
/// Creates the container which handles the movement of a collection of hit objects.
/// </summary>
/// <returns>The <see cref="DrawableTimingSection"/>.</returns>
protected abstract DrawableTimingSection CreateTimingSection();
protected abstract DrawableTimingSection CreateTimingSection(MultiplierControlPoint controlPoint);
}
}