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Move time to position conversion to ScrollingHitObjectContainer
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@ -17,7 +17,6 @@ using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Mania.UI
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{
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@ -143,54 +142,5 @@ namespace osu.Game.Rulesets.Mania.UI
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
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=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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pos = HitObjectContainer.DrawHeight - pos;
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// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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pos -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Up:
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pos += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// as above
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localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
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break;
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}
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// offset for the fact that blueprints are centered, as above.
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localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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}
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Layout;
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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 osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -78,6 +79,92 @@ namespace osu.Game.Rulesets.UI.Scrolling
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hitObjectInitialStateCache.Clear();
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}
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public double TimeAtScreenSpace(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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float position = 0;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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position = localPosition.Y;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Left:
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position = localPosition.X;
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break;
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}
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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}
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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flipPositionIfRequired(ref pos);
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return ToScreenSpace(new Vector2(getBredth() / 2, pos));
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default:
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return ToScreenSpace(new Vector2(pos, getBredth() / 2));
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}
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}
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private float getLength()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private float getBredth()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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position = DrawHeight - position;
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break;
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case ScrollingDirection.Right:
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position = DrawWidth - position;
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break;
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}
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}
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private void onDefaultsApplied(DrawableHitObject drawableObject)
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{
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// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
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@ -4,6 +4,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -23,6 +24,18 @@ namespace osu.Game.Rulesets.UI.Scrolling
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Direction.BindTo(ScrollingInfo.Direction);
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public virtual double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) =>
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((ScrollingHitObjectContainer)HitObjectContainer).TimeAtScreenSpace(screenSpacePosition);
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public virtual Vector2 ScreenSpacePositionAtTime(double time)
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=> ((ScrollingHitObjectContainer)HitObjectContainer).ScreenSpacePositionAtTime(time);
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protected sealed override HitObjectContainer CreateHitObjectContainer() => new ScrollingHitObjectContainer();
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}
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}
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