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Rename snapping methods
Further separates them from `IBeatSnapProvider`'s `SnapTime`, and groups them together more, to prevent confusion between the two interfaces. Also changes the xmldoc of the reference time to that of `IBeatSnapProvider` for consistency.
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@ -75,7 +75,7 @@ namespace osu.Game.Beatmaps
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return mostCommon.beatLength;
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}
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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public int ClosestSnapTime(double time, int beatDivisor, double? referenceTime = null)
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{
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var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time);
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var beatLength = timingPoint.BeatLength / beatDivisor;
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@ -84,14 +84,14 @@ namespace osu.Game.Beatmaps
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return (int)(timingPoint.Time + beatLengths * beatLength);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null)
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public int ClosestSnapTime(double time, double? referenceTime = null)
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{
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return SnapTimeForDivisor(time, ClosestBeatSnapDivisor(time, referenceTime), referenceTime);
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return ClosestSnapTime(time, ClosestBeatDivisor(time, referenceTime), referenceTime);
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}
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null)
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public int ClosestBeatDivisor(double time, double? referenceTime = null)
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{
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double getUnsnap(int divisor) => Math.Abs(time - SnapTimeForDivisor(time, divisor, referenceTime));
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double getUnsnap(int divisor) => Math.Abs(time - ClosestSnapTime(time, divisor, referenceTime));
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int[] divisors = BindableBeatDivisor.VALID_DIVISORS;
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double smallestUnsnap = divisors.Min(getUnsnap);
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@ -56,22 +56,22 @@ namespace osu.Game.Beatmaps
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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/// <param name="beatDivisor">The beat divisor to snap to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null);
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/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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int ClosestSnapTime(double time, int beatDivisor, double? referenceTime = null);
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/// <summary>
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/// Returns the time on any valid beat divisor closest to the given time.
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/// </summary>
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/// <param name="time">The time to find the closest snapped time to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int SnapTimeAnyDivisor(double time, double? referenceTime = null);
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/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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int ClosestSnapTime(double time, double? referenceTime = null);
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/// <summary>
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/// Returns the beat snap divisor closest to the given time. If two are equally close, the smallest is returned.
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/// </summary>
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/// <param name="time">The time to find the closest beat snap divisor to.</param>
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/// <param name="referenceTime">The time at which the timing point is retrieved, by default same as time.</param>
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int ClosestBeatSnapDivisor(double time, double? referenceTime = null);
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/// <param name="referenceTime">An optional reference point to use for timing point lookup.</param>
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int ClosestBeatDivisor(double time, double? referenceTime = null);
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/// <summary>
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/// Creates a shallow-clone of this beatmap and returns it.
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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{
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foreach (var hitobject in playableBeatmap.HitObjects)
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{
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double startUnsnap = hitobject.StartTime - playableBeatmap.SnapTimeAnyDivisor(hitobject.StartTime);
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double startUnsnap = hitobject.StartTime - playableBeatmap.ClosestSnapTime(hitobject.StartTime);
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string startPostfix = hitobject is IHasDuration ? "start" : "";
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foreach (var issue in getUnsnapIssues(hitobject, startUnsnap, hitobject.StartTime, startPostfix))
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yield return issue;
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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{
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double spanDuration = hasRepeats.Duration / (hasRepeats.RepeatCount + 1);
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double repeatTime = hitobject.StartTime + spanDuration * (repeatIndex + 1);
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double repeatUnsnap = repeatTime - playableBeatmap.SnapTimeAnyDivisor(repeatTime);
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double repeatUnsnap = repeatTime - playableBeatmap.ClosestSnapTime(repeatTime);
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foreach (var issue in getUnsnapIssues(hitobject, repeatUnsnap, repeatTime, "repeat"))
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yield return issue;
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}
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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Edit.Checks
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if (hitobject is IHasDuration hasDuration)
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{
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double endUnsnap = hasDuration.EndTime - playableBeatmap.SnapTimeAnyDivisor(hasDuration.EndTime);
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double endUnsnap = hasDuration.EndTime - playableBeatmap.ClosestSnapTime(hasDuration.EndTime);
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foreach (var issue in getUnsnapIssues(hitobject, endUnsnap, hasDuration.EndTime, "end"))
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yield return issue;
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}
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@ -301,16 +301,16 @@ namespace osu.Game.Screens.Edit
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return list.Count - 1;
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}
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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public int ClosestSnapTime(double time, int beatDivisor, double? referenceTime = null)
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{
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return PlayableBeatmap.SnapTimeForDivisor(time, beatDivisor, referenceTime);
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return PlayableBeatmap.ClosestSnapTime(time, beatDivisor, referenceTime);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null) => PlayableBeatmap.SnapTimeAnyDivisor(time, referenceTime);
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public int ClosestSnapTime(double time, double? referenceTime = null) => PlayableBeatmap.ClosestSnapTime(time, referenceTime);
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatSnapDivisor(time, referenceTime);
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public int ClosestBeatDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatDivisor(time, referenceTime);
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public double SnapTime(double time, double? referenceTime) => SnapTimeForDivisor(time, BeatDivisor, referenceTime);
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public double SnapTime(double time, double? referenceTime) => ClosestSnapTime(time, BeatDivisor, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
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@ -45,14 +45,14 @@ namespace osu.Game.Screens.Play
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public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
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public int SnapTimeForDivisor(double time, int beatDivisor, double? referenceTime = null)
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public int ClosestSnapTime(double time, int beatDivisor, double? referenceTime = null)
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{
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return PlayableBeatmap.SnapTimeForDivisor(time, beatDivisor, referenceTime);
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return PlayableBeatmap.ClosestSnapTime(time, beatDivisor, referenceTime);
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}
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public int SnapTimeAnyDivisor(double time, double? referenceTime = null) => PlayableBeatmap.SnapTimeAnyDivisor(time, referenceTime);
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public int ClosestSnapTime(double time, double? referenceTime = null) => PlayableBeatmap.ClosestSnapTime(time, referenceTime);
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public int ClosestBeatSnapDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatSnapDivisor(time, referenceTime);
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public int ClosestBeatDivisor(double time, double? referenceTime = null) => PlayableBeatmap.ClosestBeatDivisor(time, referenceTime);
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public IBeatmap Clone() => PlayableBeatmap.Clone();
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