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Merge branch 'master' into mania-distance-snap-grid
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commit
7846445b45
@ -162,8 +162,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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if (ControlPoint == slider.Path.ControlPoints[0])
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{
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// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.MousePosition);
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Vector2 movementDelta = (result?.ScreenSpacePosition ?? e.MousePosition) - slider.Position;
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
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Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
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slider.Position += movementDelta;
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slider.StartTime = result?.Time ?? slider.StartTime;
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73
osu.Game.Tests/NonVisual/BarLineGeneratorTest.cs
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73
osu.Game.Tests/NonVisual/BarLineGeneratorTest.cs
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@ -0,0 +1,73 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Tests.NonVisual
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{
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public class BarLineGeneratorTest
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{
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[Test]
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public void TestRoundingErrorCompensation()
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{
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// The aim of this test is to make sure bar line generation compensates for floating-point errors.
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// The premise of the test is that we have a single timing point that should result in bar lines
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// that start at a time point that is a whole number every seventh beat.
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// The fact it's every seventh beat is important - it's a number indivisible by 2, which makes
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// it susceptible to rounding inaccuracies. In fact this was originally spotted in cases of maps
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// that met exactly this criteria.
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const int beat_length_numerator = 2000;
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const int beat_length_denominator = 7;
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const TimeSignatures signature = TimeSignatures.SimpleQuadruple;
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var beatmap = new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitObject { StartTime = 0 },
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new HitObject { StartTime = 120_000 }
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},
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ControlPointInfo = new ControlPointInfo()
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};
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint
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{
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BeatLength = (double)beat_length_numerator / beat_length_denominator,
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TimeSignature = signature
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});
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var barLines = new BarLineGenerator<BarLine>(beatmap).BarLines;
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for (int i = 0; i * beat_length_denominator < barLines.Count; i++)
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{
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var barLine = barLines[i * beat_length_denominator];
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var expectedTime = beat_length_numerator * (int)signature * i;
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// every seventh bar's start time should be at least greater than the whole number we expect.
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// It cannot be less, as that can affect overlapping scroll algorithms
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// (the previous timing point might be chosen incorrectly if this is not the case)
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Assert.GreaterOrEqual(barLine.StartTime, expectedTime);
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// on the other side, make sure we don't stray too far from the expected time either.
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Assert.IsTrue(Precision.AlmostEquals(barLine.StartTime, expectedTime));
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// check major/minor lines for good measure too
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Assert.AreEqual(i % (int)signature == 0, barLine.Major);
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}
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}
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private class BarLine : IBarLine
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{
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public double StartTime { get; set; }
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public bool Major { get; set; }
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}
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}
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}
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@ -29,8 +29,22 @@ namespace osu.Game.Tests.ScrollAlgorithms
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[Test]
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public void TestDisplayStartTime()
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{
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// Sequential scroll algorithm approximates the start time
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// This should be fixed in the future
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// easy cases - time range adjusted for velocity fits within control point duration
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Assert.AreEqual(2500, algorithm.GetDisplayStartTime(5000, 0, 2500, 1)); // 5000 - (2500 / 1)
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Assert.AreEqual(13750, algorithm.GetDisplayStartTime(15000, 0, 2500, 1)); // 15000 - (2500 / 2)
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Assert.AreEqual(20000, algorithm.GetDisplayStartTime(25000, 0, 2500, 1)); // 25000 - (2500 / 0.5)
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// hard case - time range adjusted for velocity exceeds control point duration
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// 1st multiplier point takes 10000 / 2500 = 4 scroll lengths
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// 2nd multiplier point takes 10000 / (2500 / 2) = 8 scroll lengths
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// 3rd multiplier point takes 2500 / (2500 * 2) = 0.5 scroll lengths up to hitobject start
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// absolute position of the hitobject = 1000 * (4 + 8 + 0.5) = 12500
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// minus one scroll length allowance = 12500 - 1000 = 11500 = 11.5 [scroll lengths]
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// therefore the start time lies within the second multiplier point (because 11.5 < 4 + 8)
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// its exact time position is = 10000 + 7.5 * (2500 / 2) = 19375
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Assert.AreEqual(19375, algorithm.GetDisplayStartTime(22500, 0, 2500, 1000));
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}
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[Test]
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@ -16,6 +16,7 @@ using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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@ -77,19 +78,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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};
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setUpHitObjects();
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hitObjectSpawnDelegate?.Cancel();
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});
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private void setUpHitObjects()
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private void setUpHitObjects() => AddStep("set up hit objects", () =>
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{
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = spawn_rate / 2; i <= time_range; i += spawn_rate)
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addHitObject(Time.Current + i);
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hitObjectSpawnDelegate?.Cancel();
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hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + time_range), spawn_rate, true);
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}
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});
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private IList<MultiplierControlPoint> testControlPoints => new List<MultiplierControlPoint>
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{
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@ -101,6 +101,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestScrollAlgorithms()
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{
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setUpHitObjects();
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AddStep("constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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AddStep("overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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@ -113,6 +115,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestConstantScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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// scroll container time range must be less than the rate of spawning hitobjects
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// otherwise the hitobjects will spawn already partly visible on screen and look wrong
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@ -122,14 +126,40 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestSequentialScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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}
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[Test]
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public void TestSlowSequentialScroll()
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{
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AddStep("set sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range));
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AddStep("add control points", () => addControlPoints(
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new List<MultiplierControlPoint>
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{
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new MultiplierControlPoint { Velocity = 0.1 }
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},
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Time.Current + time_range));
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// All of the hit objects added below should be immediately visible on screen
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AddStep("add hit objects", () =>
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{
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for (int i = 0; i < 20; ++i)
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{
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addHitObject(Time.Current + time_range * (2 + 0.1 * i));
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}
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});
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}
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[Test]
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public void TestOverlappingScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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@ -221,7 +251,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private class TestDrawableControlPoint : DrawableHitObject<HitObject>
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{
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public TestDrawableControlPoint(ScrollingDirection direction, double time)
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: base(new HitObject { StartTime = time })
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: base(new HitObject { StartTime = time, HitWindows = HitWindows.Empty })
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{
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Origin = Anchor.Centre;
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@ -252,7 +282,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private class TestDrawableHitObject : DrawableHitObject<HitObject>
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{
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public TestDrawableHitObject(double time)
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: base(new HitObject { StartTime = time })
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: base(new HitObject { StartTime = time, HitWindows = HitWindows.Empty })
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{
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Origin = Anchor.Custom;
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OriginPosition = new Vector2(75 / 4.0f);
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@ -64,9 +64,7 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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protected void BeginPlacement(bool commitStart = false)
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{
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// applies snapping to above time
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placementHandler.BeginPlacement(HitObject);
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PlacementActive |= commitStart;
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Utils;
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@ -46,6 +47,16 @@ namespace osu.Game.Rulesets.Objects
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for (double t = currentTimingPoint.Time; Precision.DefinitelyBigger(endTime, t); t += barLength, currentBeat++)
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{
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var roundedTime = Math.Round(t, MidpointRounding.AwayFromZero);
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// in the case of some bar lengths, rounding errors can cause t to be slightly less than
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// the expected whole number value due to floating point inaccuracies.
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// if this is the case, apply rounding.
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if (Precision.AlmostEquals(t, roundedTime))
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{
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t = roundedTime;
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}
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BarLines.Add(new TBarLine
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{
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StartTime = t,
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@ -22,8 +22,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
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{
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double adjustedTime = TimeAt(-offset, originTime, timeRange, scrollLength);
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return adjustedTime - timeRange - 1000;
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return TimeAt(-(scrollLength + offset), originTime, timeRange, scrollLength);
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}
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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@ -181,8 +181,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved]
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private IBeatSnapProvider beatSnapProvider { get; set; }
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 position) =>
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new SnapResult(position, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(position))));
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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(localPosition.X / Content.DrawWidth) * track.Length;
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@ -282,7 +282,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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case IHasRepeats repeatHitObject:
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// find the number of repeats which can fit in the requested time.
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var lengthOfOneRepeat = repeatHitObject.Duration / (repeatHitObject.RepeatCount + 1);
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var proposedCount = Math.Max(0, (int)((time - hitObject.StartTime) / lengthOfOneRepeat) - 1);
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var proposedCount = Math.Max(0, (int)Math.Round((time - hitObject.StartTime) / lengthOfOneRepeat) - 1);
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if (proposedCount == repeatHitObject.RepeatCount)
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return;
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