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osu-lazer/osu.Game/Rulesets/Edit/IDistanceSnapProvider.cs

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2019-10-25 15:50:21 +08:00
// 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.
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public interface IDistanceSnapProvider
{
(Vector2 position, double time) GetSnappedPosition(Vector2 position, double time);
/// <summary>
/// Retrieves the distance between two points within a timing point that are one beat length apart.
/// </summary>
/// <param name="referenceTime">The time of the timing point.</param>
/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
float GetBeatSnapDistanceAt(double referenceTime);
/// <summary>
/// Converts a duration to a distance.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="duration"/> resides in.</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(double referenceTime, double duration);
/// <summary>
/// Converts a distance to a duration.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</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(double referenceTime, float distance);
/// <summary>
/// Converts a distance to a snapped duration.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</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 GetSnappedDurationFromDistance(double referenceTime, float distance);
/// <summary>
/// Converts an unsnapped distance to a snapped distance.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</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.</returns>
float GetSnappedDistanceFromDistance(double referenceTime, float distance);
}
}