1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-16 12:37:47 +08:00
osu-lazer/osu.Game/Rulesets/Edit/IDistanceSnapProvider.cs

70 lines
3.8 KiB
C#
Raw Normal View History

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
2022-06-17 15:37:17 +08:00
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A snap provider which given a reference hit object and proposed distance from it, offers a more correct duration or distance value.
/// </summary>
[Cached]
public interface IDistanceSnapProvider : IPositionSnapProvider
{
/// <summary>
/// A multiplier which changes the ratio of distance travelled per time unit.
/// Importantly, this is provided for manual usage, and not multiplied into any of the methods exposed by this interface.
/// </summary>
/// <seealso cref="BeatmapInfo.DistanceSpacing"/>
IBindable<double> DistanceSpacingMultiplier { get; }
/// <summary>
/// Retrieves the distance between two points within a timing point that are one beat length apart.
/// </summary>
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
/// <param name="useReferenceSliderVelocity">Whether the <paramref name="referenceObject"/>'s slider velocity should be factored into the returned distance.</param>
/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
float GetBeatSnapDistanceAt(HitObject referenceObject, bool useReferenceSliderVelocity = true);
/// <summary>
/// Converts a duration to a distance without applying any snapping.
/// </summary>
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
/// <param name="duration">The duration to convert.</param>
/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
float DurationToDistance(HitObject referenceObject, double duration);
/// <summary>
/// Converts a distance to a duration without applying any snapping.
/// </summary>
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
double DistanceToDuration(HitObject referenceObject, float distance);
/// <summary>
/// Given a distance from the provided hit object, find the valid snapped duration.
/// </summary>
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
double FindSnappedDuration(HitObject referenceObject, float distance);
/// <summary>
/// Given a distance from the provided hit object, find the valid snapped distance.
/// </summary>
/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>
/// A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.
/// The distance will always be less than or equal to the provided <paramref name="distance"/>.
/// </returns>
float FindSnappedDistance(HitObject referenceObject, float distance);
}
}