Merge remote-tracking branch 'origin/master' into playfield-scaling-rework

# Conflicts:
#	osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs
#	osu.Game/Rulesets/UI/Scrolling/ScrollingPlayfield.cs
This commit is contained in:
smoogipoo
2018-10-05 10:40:16 +09:00
182 changed files with 1251 additions and 1071 deletions

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
@ -33,20 +32,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
private Cached initialStateCache = new Cached();
public ScrollingHitObjectContainer()
private readonly ISpeedChangeVisualiser speedChangeVisualiser;
public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
{
RelativeSizeAxes = Axes.Both;
TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
Direction.ValueChanged += _ => initialStateCache.Invalidate();
}
private ISpeedChangeVisualiser speedChangeVisualiser;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
switch (visualisationMethod)
{
case SpeedChangeVisualisationMethod.Sequential:
speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
@ -54,6 +49,9 @@ namespace osu.Game.Rulesets.UI.Scrolling
case SpeedChangeVisualisationMethod.Overlapping:
speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Constant:
speedChangeVisualiser = new ConstantSpeedChangeVisualiser();
break;
}
}

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@ -5,6 +5,7 @@ using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
@ -62,6 +63,8 @@ namespace osu.Game.Rulesets.UI.Scrolling
/// </summary>
protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
protected virtual SpeedChangeVisualisationMethod VisualisationMethod => SpeedChangeVisualisationMethod.Sequential;
[BackgroundDependencyLoader]
private void load()
{
@ -90,7 +93,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
protected sealed override HitObjectContainer CreateHitObjectContainer()
{
var container = new ScrollingHitObjectContainer();
var container = new ScrollingHitObjectContainer(VisualisationMethod);
container.Direction.BindTo(Direction);
return container;
}

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@ -0,0 +1,67 @@
// 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.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
{
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
obj.LifetimeStart = obj.HitObject.StartTime - timeRange;
if (obj.HitObject is IHasEndTime endTime)
{
var hitObjectLength = (endTime.EndTime - obj.HitObject.StartTime) / timeRange;
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = (float)(hitObjectLength * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = (float)(hitObjectLength * length.X);
break;
}
}
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
// Nested hitobjects don't need to scroll, but they do need accurate positions
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var position = (obj.HitObject.StartTime - currentTime) / timeRange;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = (float)(position * length.Y);
break;
case ScrollingDirection.Down:
obj.Y = (float)(-position * length.Y);
break;
case ScrollingDirection.Left:
obj.X = (float)(position * length.X);
break;
case ScrollingDirection.Right:
obj.X = (float)(-position * length.X);
break;
}
}
}
}
}