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osu-lazer/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs

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// 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.Lists;
using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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{
public class OverlappingScrollAlgorithm : IScrollAlgorithm
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{
private readonly MultiplierControlPoint searchPoint;
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private readonly SortedList<MultiplierControlPoint> controlPoints;
public OverlappingScrollAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
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{
this.controlPoints = controlPoints;
searchPoint = new MultiplierControlPoint();
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}
public double GetDisplayStartTime(double time, double timeRange)
{
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
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double visibleDuration = timeRange / controlPointAt(time).Multiplier;
return time - visibleDuration;
}
public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
{
// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
return -PositionAt(startTime, endTime, timeRange, scrollLength);
}
public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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=> (float)((time - currentTime) / timeRange * controlPointAt(time).Multiplier * scrollLength);
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public void Reset()
{
}
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/// <summary>
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
/// </summary>
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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private MultiplierControlPoint controlPointAt(double time)
{
if (controlPoints.Count == 0)
return new MultiplierControlPoint(double.NegativeInfinity);
if (time < controlPoints[0].StartTime)
return controlPoints[0];
searchPoint.StartTime = time;
int index = controlPoints.BinarySearch(searchPoint);
if (index < 0)
index = ~index - 1;
return controlPoints[index];
}
}
}