Separate slider body to bypass snaking logic

The snaking logic contains a lot of caching/optimisations and offsetting of the path which is tedious to re-compute when the path changes.
This commit is contained in:
smoogipoo
2018-10-25 15:49:45 +09:00
parent 30bf15ebf6
commit 86e09a68f7
4 changed files with 146 additions and 112 deletions

View File

@ -1,24 +1,22 @@
// 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
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using OpenTK.Graphics.ES30;
using OpenTK.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Objects.Types;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.ES30;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class SliderBody : Container, ISliderProgress
public abstract class SliderBody : CompositeDrawable
{
private readonly SliderPath path;
protected Path Path => path;
private readonly BufferedContainer container;
public float PathWidth
@ -30,15 +28,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
/// <summary>
/// Offset in absolute coordinates from the start of the curve.
/// </summary>
public Vector2 PathOffset { get; private set; }
public readonly List<Vector2> CurrentCurve = new List<Vector2>();
public readonly Bindable<bool> SnakingIn = new Bindable<bool>();
public readonly Bindable<bool> SnakingOut = new Bindable<bool>();
public double? SnakedStart { get; private set; }
public double? SnakedEnd { get; private set; }
public virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
/// <summary>
/// Used to colour the path.
@ -74,28 +64,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
public Quad PathDrawQuad => container.ScreenSpaceDrawQuad;
private Vector2 topLeftOffset;
private readonly Slider slider;
public SliderBody(Slider s)
protected SliderBody()
{
slider = s;
Children = new Drawable[]
InternalChild = container = new BufferedContainer
{
container = new BufferedContainer
{
RelativeSizeAxes = Axes.Both,
CacheDrawnFrameBuffer = true,
Children = new Drawable[]
{
path = new SliderPath
{
Blending = BlendingMode.None,
},
}
},
RelativeSizeAxes = Axes.Both,
CacheDrawnFrameBuffer = true,
Child = path = new SliderPath { Blending = BlendingMode.None }
};
container.Attach(RenderbufferInternalFormat.DepthComponent16);
@ -103,80 +78,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => path.ReceivePositionalInputAt(screenSpacePos);
public void SetRange(double p0, double p1)
/// <summary>
/// Sets the vertices of the path which should be drawn by this <see cref="SliderBody"/>.
/// </summary>
/// <param name="vertices">The vertices</param>
protected void SetVertices(IReadOnlyList<Vector2> vertices)
{
if (p0 > p1)
MathHelper.Swap(ref p0, ref p1);
if (updateSnaking(p0, p1))
{
// The path is generated such that its size encloses it. This change of size causes the path
// to move around while snaking, so we need to offset it to make sure it maintains the
// same position as when it is fully snaked.
var newTopLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
path.Position = topLeftOffset - newTopLeftOffset;
container.ForceRedraw();
}
}
[BackgroundDependencyLoader]
private void load()
{
computeSize();
}
private void computeSize()
{
// Generate the entire curve
slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
foreach (Vector2 p in CurrentCurve)
path.AddVertex(p);
Size = path.Size;
topLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
PathOffset = path.PositionInBoundingBox(CurrentCurve[0]);
}
private bool updateSnaking(double p0, double p1)
{
if (SnakedStart == p0 && SnakedEnd == p1) return false;
SnakedStart = p0;
SnakedEnd = p1;
slider.Curve.GetPathToProgress(CurrentCurve, p0, p1);
path.ClearVertices();
foreach (Vector2 p in CurrentCurve)
path.AddVertex(p);
return true;
}
public void UpdateProgress(double completionProgress)
{
var span = slider.SpanAt(completionProgress);
var spanProgress = slider.ProgressAt(completionProgress);
double start = 0;
double end = SnakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadeIn, 0, 1) : 1;
if (span >= slider.SpanCount() - 1)
{
if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
{
start = 0;
end = SnakingOut ? spanProgress : 1;
}
else
{
start = SnakingOut ? spanProgress : 0;
}
}
SetRange(start, end);
path.Vertices = vertices;
container.ForceRedraw();
}
private class SliderPath : SmoothPath