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Remove gross autoSizingAxes and life time.
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@ -46,18 +46,18 @@ namespace osu.Game.Rulesets.Timing
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protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
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private readonly Axes autoSizingAxes;
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/// <summary>
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/// Axes through which this timing section scrolls. This is set from <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal Axes ScrollingAxes;
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private Cached layout = new Cached();
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/// <summary>
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/// Creates a new <see cref="DrawableTimingSection"/>.
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/// </summary>
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/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
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protected DrawableTimingSection(Axes autoSizingAxes)
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protected DrawableTimingSection()
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{
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this.autoSizingAxes = autoSizingAxes;
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RelativeSizeAxes = Axes.Both;
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RelativePositionAxes = Axes.Both;
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}
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@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.Timing
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float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
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// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
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Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
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Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? width : Size.X, (ScrollingAxes & Axes.Y) > 0 ? height : Size.Y);
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// Then to make our position-space be time values again, we need our relative child size to follow our size
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RelativeChildSize = Size;
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});
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@ -40,6 +40,17 @@ namespace osu.Game.Rulesets.Timing
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/// </summary>
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private readonly Queue<DrawableHitObject> queuedHitObjects = new Queue<DrawableHitObject>();
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private readonly Axes scrollingAxes;
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/// <summary>
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/// Creates a new <see cref="SpeedAdjustmentCollection"/>.
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/// </summary>
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/// <param name="scrollingAxes">The axes upon which hit objects should appear to scroll inside this container.</param>
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public SpeedAdjustmentCollection(Axes scrollingAxes)
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{
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this.scrollingAxes = scrollingAxes;
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}
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/// <summary>
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/// Adds a hit object to this <see cref="SpeedAdjustmentCollection"/>. The hit objects will be kept in a queue
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/// and will be processed when new <see cref="SpeedAdjustmentContainer"/>s are added to this <see cref="SpeedAdjustmentCollection"/>.
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@ -53,6 +64,7 @@ namespace osu.Game.Rulesets.Timing
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public override void Add(SpeedAdjustmentContainer speedAdjustment)
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{
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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speedAdjustment.ScrollingAxes = scrollingAxes;
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base.Add(speedAdjustment);
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}
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@ -7,6 +7,9 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Timing
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{
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@ -31,35 +34,34 @@ namespace osu.Game.Rulesets.Timing
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set { visibleTimeRange.BindTo(value); }
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}
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/// <summary>
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/// The <see cref="MultiplierControlPoint"/> which provides the speed adjustments for this container.
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/// </summary>
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public readonly MultiplierControlPoint ControlPoint;
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protected override Container<DrawableHitObject> Content => content;
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private Container<DrawableHitObject> content;
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public readonly Axes ScrollingAxes;
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/// <summary>
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/// Axes which the content of this container will scroll through.
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/// </summary>
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/// <returns></returns>
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public Axes ScrollingAxes { get; internal set; }
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public readonly MultiplierControlPoint ControlPoint;
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/// <summary>
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/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> which provides the speed adjustments for this container.</param>
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/// <param name="scrollingAxes">The axes through which the content of this container should scroll through.</param>
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protected SpeedAdjustmentContainer(MultiplierControlPoint controlPoint, Axes scrollingAxes)
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protected SpeedAdjustmentContainer(MultiplierControlPoint controlPoint)
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{
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ScrollingAxes = scrollingAxes;
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this.ControlPoint = controlPoint;
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RelativeSizeAxes = Axes.Both;
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ControlPoint = controlPoint;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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DrawableTimingSection timingSection = CreateTimingSection();
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DrawableTimingSection timingSection = CreateTimingSection(ControlPoint);
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timingSection.ScrollingAxes = ScrollingAxes;
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timingSection.VisibleTimeRange.BindTo(VisibleTimeRange);
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timingSection.RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0);
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@ -89,6 +91,6 @@ namespace osu.Game.Rulesets.Timing
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/// Creates the container which handles the movement of a collection of hit objects.
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/// </summary>
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/// <returns>The <see cref="DrawableTimingSection"/>.</returns>
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protected abstract DrawableTimingSection CreateTimingSection();
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protected abstract DrawableTimingSection CreateTimingSection(MultiplierControlPoint controlPoint);
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}
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}
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