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// Copyright (c) 2007-2018 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.Collections.Generic;
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using osu.Framework.Lists;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = obj.HitObject.StartTime - timeRange;
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if (obj.HitObject is IHasEndTime endTime)
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{
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var hitObjectLength = (endTime.EndTime - obj.HitObject.StartTime) / timeRange;
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = (float)(hitObjectLength * length.Y);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Width = (float)(hitObjectLength * length.X);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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var position = (obj.HitObject.StartTime - currentTime) / timeRange;
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = (float)(position * length.Y);
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break;
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case ScrollingDirection.Down:
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obj.Y = (float)(-position * length.Y);
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break;
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case ScrollingDirection.Left:
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obj.X = (float)(position * length.X);
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break;
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case ScrollingDirection.Right:
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obj.X = (float)(-position * length.X);
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break;
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}
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}
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}
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}
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}
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@ -61,7 +61,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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foreach (var obj in hitObjects)
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{
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var finalPosition = (hitObjectPositions[obj] - timelinePosition);
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var finalPosition = hitObjectPositions[obj] - timelinePosition;
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switch (direction)
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{
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