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Implement local scrolling hit object container
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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-framework/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.Algorithms
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{
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public class LocalScrollingAlgorithm : IScrollingAlgorithm
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{
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private readonly Dictionary<DrawableHitObject, double> hitObjectPositions = new Dictionary<DrawableHitObject, double>();
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private readonly SortedList<MultiplierControlPoint> controlPoints;
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public LocalScrollingAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
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{
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this.controlPoints = controlPoints;
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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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var controlPoint = controlPointAt(obj.HitObject.StartTime);
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obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
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obj.LifetimeEnd = ((obj as IHasEndTime)?.EndTime ?? obj.HitObject.StartTime) + timeRange / controlPoint.Multiplier;
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}
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}
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public void ComputePositions(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 controlPoint = controlPointAt(obj.HitObject.StartTime);
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var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / 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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private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
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private MultiplierControlPoint controlPointAt(double time)
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{
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if (controlPoints.Count == 0)
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return new MultiplierControlPoint(double.NegativeInfinity);
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if (time < controlPoints[0].StartTime)
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return controlPoints[0];
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searchPoint.StartTime = time;
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int index = controlPoints.BinarySearch(searchPoint);
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if (index < 0)
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index = ~index - 1;
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return controlPoints[index];
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}
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}
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}
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@ -0,0 +1,17 @@
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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-framework/master/LICENCE
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public class LocalScrollingHitObjectContainer : ScrollingHitObjectContainer
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{
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public LocalScrollingHitObjectContainer(ScrollingDirection direction)
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: base(direction)
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{
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}
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protected override IScrollingAlgorithm CreateScrollingAlgorithm() => new LocalScrollingAlgorithm(ControlPoints);
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}
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}
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@ -318,7 +318,9 @@
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<Compile Include="Rulesets\UI\HitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\HitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\Algorithms\GlobalScrollingAlgorithm.cs" />
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<Compile Include="Rulesets\UI\Scrolling\Algorithms\GlobalScrollingAlgorithm.cs" />
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<Compile Include="Rulesets\UI\Scrolling\Algorithms\IScrollingAlgorithm.cs" />
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<Compile Include="Rulesets\UI\Scrolling\Algorithms\IScrollingAlgorithm.cs" />
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<Compile Include="Rulesets\UI\Scrolling\Algorithms\LocalScrollingAlgorithm.cs" />
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<Compile Include="Rulesets\UI\Scrolling\GlobalScrollingHitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\GlobalScrollingHitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\LocalScrollingHitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingDirection.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingDirection.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingHitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingHitObjectContainer.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingPlayfield.cs" />
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<Compile Include="Rulesets\UI\Scrolling\ScrollingPlayfield.cs" />
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