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TimeRelativeContainer -> ControlPointContainer, optimize AutoTimeRelativeContainer a little bit (only recompute on invalidation).
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156
osu.Game.Rulesets.Mania/Timing/ControlPointContainer.cs
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156
osu.Game.Rulesets.Mania/Timing/ControlPointContainer.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Rulesets.Mania.Timing
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{
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/// <summary>
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/// A container in which the Y-relative coordinate space is spanned by a length of time.
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/// <para>
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/// This container contains <see cref="ControlPoint"/>s which scroll inside this container.
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/// Drawables added to this container are moved inside the relevant <see cref="ControlPoint"/>,
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/// and as such, will scroll along with the <see cref="ControlPoint"/>s.
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/// </para>
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/// </summary>
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public class ControlPointContainer : Container<Drawable>
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{
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/// <summary>
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/// The amount of time which the height of this container spans.
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/// </summary>
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public double TimeSpan { get; set; }
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private readonly List<DrawableTimingSection> drawableTimingSections;
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public ControlPointContainer(IEnumerable<ControlPoint> timingChanges)
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{
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drawableTimingSections = timingChanges.Select(t => new DrawableTimingSection(t)).ToList();
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Children = drawableTimingSections;
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}
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/// <summary>
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/// Adds a drawable to this container. Note that the drawable added must have a
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/// Y-position as a time relative to this container.
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/// </summary>
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/// <param name="drawable">The drawable to add.</param>
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public override void Add(Drawable drawable)
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{
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// Always add timing sections to ourselves
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if (drawable is DrawableTimingSection)
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{
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base.Add(drawable);
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return;
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}
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var section = drawableTimingSections.LastOrDefault(t => t.CanContain(drawable)) ?? drawableTimingSections.FirstOrDefault();
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if (section == null)
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throw new Exception("Could not find suitable timing section to add object to.");
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section.Add(drawable);
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}
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/// <summary>
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/// A container that contains drawables within the time span of a timing section.
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/// <para>
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/// The content of this container will scroll relative to the current time.
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/// </para>
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/// </summary>
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private class DrawableTimingSection : Container
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{
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private readonly ControlPoint timingChange;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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/// <summary>
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/// Creates a drawable timing section. The height of this container will be proportional
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/// to the beat length of the timing section and the timespan of its parent at all times.
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/// <para>
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/// This is so that, e.g. a beat length of 500ms results in this container being twice as high as its parent,
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/// which means that the content container will scroll at twice the normal rate.
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/// </para>
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/// </summary>
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/// <param name="timingChange">The timing change to create the drawable timing section for.</param>
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public DrawableTimingSection(ControlPoint timingChange)
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{
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this.timingChange = timingChange;
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RelativeSizeAxes = Axes.Both;
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AddInternal(content = new AutoTimeRelativeContainer
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Y = (float)timingChange.Time
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});
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}
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protected override void Update()
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{
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var parent = (ControlPointContainer)Parent;
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// Adjust our height to account for the speed changes
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Height = (float)(1000 / timingChange.BeatLength / timingChange.SpeedMultiplier);
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RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
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// Scroll the content
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content.Y = (float)(timingChange.Time - Time.Current);
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}
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public override void Add(Drawable drawable)
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{
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// The previously relatively-positioned drawable will now become relative to us, but since the drawable has no knowledge of us,
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// we need to offset it back by our position so that it becomes correctly relatively-positioned to us
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// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing section
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// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
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drawable.Y -= (float)timingChange.Time;
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base.Add(drawable);
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}
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/// <summary>
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/// Whether this timing section can contain a drawable. A timing section can contain a drawable if the drawable
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/// can be placed within the timing section's bounds (in this case, from the start of the timing section up to infinity).
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/// </summary>
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/// <param name="drawable">The drawable to check.</param>
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public bool CanContain(Drawable drawable) => content.Y <= drawable.Y;
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/// <summary>
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/// A container which always keeps its height and relative coordinate space "auto-sized" to its children.
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/// </summary>
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private class AutoTimeRelativeContainer : Container
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{
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public override void InvalidateFromChild(Invalidation invalidation)
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{
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if ((invalidation & Invalidation.Geometry) == 0)
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{
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base.InvalidateFromChild(invalidation);
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return;
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}
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float height = 0;
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foreach (Drawable child in Children)
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{
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float childEndPos = child.Y + child.Height;
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if (childEndPos > height)
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height = childEndPos;
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}
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Height = height;
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RelativeCoordinateSpace = new Vector2(1, height);
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base.InvalidateFromChild(invalidation);
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}
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}
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}
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}
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}
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