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Rewrite/add comments.
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@ -13,29 +13,13 @@ using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A collection of hit objects which scrolls within a <see cref="SpeedAdjustmentContainer"/>.
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///
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/// <para>
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/// This container handles the conversion between time and position through <see cref="Container{T}.RelativeChildSize"/> and
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/// <see cref="Container{T}.RelativeChildOffset"/> such that hit objects added to this container should have time values set as their
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/// positions/sizes to make proper use of this container.
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/// </para>
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///
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/// <para>
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/// This container will auto-size to the total duration of the contained hit objects along the desired auto-sizing axes such that the resulting size
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/// of this container will be a value representing the total duration of all contained hit objects.
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/// </para>
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///
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/// <para>
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/// This container is and must always be relatively-sized and positioned to its such that the parent can utilise <see cref="Container{T}.RelativeChildSize"/>
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/// and <see cref="Container{T}.RelativeChildOffset"/> to apply further time offsets to this collection of hit objects.
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/// </para>
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/// A container that scrolls relative to the current time. Will autosize to the total duration of all contained hit objects along the scrolling axes.
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/// </summary>
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public abstract class ScrollingContainer : Container<DrawableHitObject>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of this container.
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// </summary>
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public BindableDouble VisibleTimeRange
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{
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@ -44,34 +28,17 @@ namespace osu.Game.Rulesets.Timing
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}
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/// <summary>
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/// Axes through which this timing section scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// The axes through which this <see cref="ScrollingContainer"/> scrolls. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal Axes ScrollingAxes;
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/// <summary>
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/// The control point that provides the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// The control point that defines the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
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/// </summary>
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internal MultiplierControlPoint ControlPoint;
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private Cached<double> durationBacking;
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protected override int Compare(Drawable x, Drawable y)
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{
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var xHitObject = x as DrawableHitObject;
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var yHitObject = y as DrawableHitObject;
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// If either of the two drawables are not hit objects, fall back to the base comparer
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if (xHitObject?.HitObject == null || yHitObject?.HitObject == null)
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return base.Compare(x, y);
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// Compare by start time
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int i = yHitObject.HitObject.StartTime.CompareTo(xHitObject.HitObject.StartTime);
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if (i != 0)
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return i;
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return base.Compare(x, y);
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}
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/// <summary>
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/// Creates a new <see cref="ScrollingContainer"/>.
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/// </summary>
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@ -106,13 +73,8 @@ namespace osu.Game.Rulesets.Timing
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if (baseDuration == 0)
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baseDuration = 1;
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// Scrolling ruleset hit objects typically have anchors+origins set to the hit object's start time, but if the hit object doesn't implement IHasEndTime and lies on the control point
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// then the baseDuration above will be 0. This will cause problems with masking when it is further set as the value for Size in Update(). We _want_ the timing section bounds to
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// completely enclose the hit object to avoid the masking optimisations.
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//
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// To do this we need to find a duration that corresponds to the absolute size of the element that extrudes beyond the timing section's bounds and add that to baseDuration.
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// We can utilize the fact that the Size and RelativeChildSpace are 1:1, meaning that an change in duration for the timing section has no change to the hit object's positioning
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// and simply find the largest absolutely-sized element in this timing section. This introduces a little bit of error, but will never under-estimate the duration.
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// This container needs to resize such that it completely encloses the hit objects to avoid masking optimisations. This is done by converting the largest
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// absolutely-sized element along the scrolling axes and adding a corresponding duration value. This introduces a bit of error, but will never under-estimate.ion.
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// Find the largest element that is absolutely-sized along ScrollingAxes
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float maxAbsoluteSize = Children.Where(c => (c.RelativeSizeAxes & ScrollingAxes) == 0)
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@ -129,7 +91,7 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// The maximum duration of any one hit object inside this <see cref="ScrollingContainer"/>. This is calculated as the maximum
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/// end time between all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// duration of all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// </summary>
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public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration());
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@ -137,7 +99,7 @@ namespace osu.Game.Rulesets.Timing
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{
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base.Update();
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// We want our size and position-space along ScrollingAxes to span our duration to completely enclose all the hit objects
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// We want our size and position-space along the scrolling axes to span our duration to completely enclose all the hit objects
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Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y);
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// And we need to make sure the hit object's position-space doesn't change due to our resizing
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RelativeChildSize = Size;
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