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Use new naming structure + VisibleTimeRange bindable.
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87
osu.Game/Rulesets/Timing/SpeedAdjustmentCollection.cs
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87
osu.Game/Rulesets/Timing/SpeedAdjustmentCollection.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.Configuration;
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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 osu.Game.Rulesets.Timing.Drawables;
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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 <see cref="SpeedAdjustmentContainer"/>s.
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///
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/// <para>
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/// This container provides <see cref="VisibleTimeRange"/> for the <see cref="SpeedAdjustmentContainer"/>s.
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/// </para>
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/// </summary>
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public class SpeedAdjustmentCollection : Container<SpeedAdjustmentContainer>
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble();
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/// <summary>
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/// The amount of time visible by span of this container.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public Bindable<double> VisibleTimeRange
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{
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get { return visibleTimeRange; }
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set { visibleTimeRange.BindTo(value); }
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}
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/// <summary>
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/// Adds a hit object to the most applicable timing section in this container.
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/// </summary>
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/// <param name="hitObject">The hit object to add.</param>
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public void Add(DrawableHitObject hitObject)
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{
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var target = timingSectionFor(hitObject);
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if (target == null)
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throw new ArgumentException("No timing section could be found that can contain the hit object.", nameof(hitObject));
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target.Add(hitObject);
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}
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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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base.Add(speedAdjustment);
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}
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protected override IComparer<Drawable> DepthComparer => new TimingSectionReverseStartTimeComparer();
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/// <summary>
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/// Finds the most applicable timing section that can contain a hit object. If the hit object occurs before the first (time-wise)
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/// timing section, then the timing section returned is the first (time-wise) timing section.
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/// </summary>
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/// <param name="hitObject">The hit object to contain.</param>
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/// <returns>The last (time-wise) timing section which can contain <paramref name="hitObject"/>. Null if no timing section exists.</returns>
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private SpeedAdjustmentContainer timingSectionFor(DrawableHitObject hitObject) => Children.FirstOrDefault(c => c.CanContain(hitObject)) ?? Children.LastOrDefault();
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/// <summary>
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/// Compares two timing sections by their start time, falling back to creation order if their start time is equal.
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/// This will compare the two timing sections in reverse order.
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/// </summary>
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private class TimingSectionReverseStartTimeComparer : ReverseCreationOrderDepthComparer
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{
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public override int Compare(Drawable x, Drawable y)
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{
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var timingChangeX = x as SpeedAdjustmentContainer;
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var timingChangeY = y as SpeedAdjustmentContainer;
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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 (timingChangeX?.TimingSection == null || timingChangeY?.TimingSection == null)
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return base.Compare(x, y);
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// Compare by start time
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int i = timingChangeY.TimingSection.Time.CompareTo(timingChangeX.TimingSection.Time);
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return i != 0 ? i : base.Compare(x, y);
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}
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}
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}
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}
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