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Rename SpeedAdjustment -> MultiplierControlPoint + reworking.

This commit is contained in:
smoogipooo 2017-06-09 16:57:17 +09:00
parent 4b2669e65d
commit 921350128d
11 changed files with 66 additions and 66 deletions

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@ -44,10 +44,9 @@ namespace osu.Desktop.VisualTests.Tests
const double start_time = 500;
const double duration = 500;
Func<double, bool, SpeedAdjustmentContainer> createTimingChange = (time, gravity) => new ManiaSpeedAdjustmentContainer(new SpeedAdjustment
Func<double, bool, SpeedAdjustmentContainer> createTimingChange = (time, gravity) => new ManiaSpeedAdjustmentContainer(new MultiplierControlPoint(time)
{
BeatLength = 1000,
Time = time
TimingPoint = { BeatLength = 1000 }
}, gravity ? ScrollingAlgorithm.Gravity : ScrollingAlgorithm.Basic);
Action<bool> createPlayfieldWithNotes = gravity =>

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@ -42,10 +42,9 @@ namespace osu.Game.Rulesets.Mania.Mods
if (maniaObject == null)
continue;
maniaHitRenderer.HitObjectTimingChanges[maniaObject.Column].Add(new ManiaSpeedAdjustmentContainer(new SpeedAdjustment
maniaHitRenderer.HitObjectTimingChanges[maniaObject.Column].Add(new ManiaSpeedAdjustmentContainer(new MultiplierControlPoint(obj.StartTime)
{
Time = obj.StartTime,
BeatLength = 1000
TimingPoint = { BeatLength = 1000 }
}, ScrollingAlgorithm.Gravity));
}
@ -61,10 +60,9 @@ namespace osu.Game.Rulesets.Mania.Mods
for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength)
{
maniaHitRenderer.BarlineTimingChanges.Add(new ManiaSpeedAdjustmentContainer(new SpeedAdjustment
maniaHitRenderer.BarlineTimingChanges.Add(new ManiaSpeedAdjustmentContainer(new MultiplierControlPoint(t)
{
Time = t,
BeatLength = 1000
TimingPoint = { BeatLength = 1000 }
}, ScrollingAlgorithm.Gravity));
}
}

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@ -9,9 +9,9 @@ namespace osu.Game.Rulesets.Mania.Timing
{
internal class BasicScrollingDrawableTimingSection : DrawableTimingSection
{
private readonly SpeedAdjustment timingSection;
private readonly MultiplierControlPoint timingSection;
public BasicScrollingDrawableTimingSection(SpeedAdjustment timingSection)
public BasicScrollingDrawableTimingSection(MultiplierControlPoint timingSection)
: base(Axes.Y)
{
this.timingSection = timingSection;
@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Timing
{
base.Update();
Y = (float)(timingSection.Time - Time.Current);
Y = (float)(timingSection.StartTime - Time.Current);
}
}
}

View File

@ -9,9 +9,9 @@ namespace osu.Game.Rulesets.Mania.Timing
{
internal class GravityScrollingDrawableTimingSection : DrawableTimingSection
{
private readonly SpeedAdjustment timingSection;
private readonly MultiplierControlPoint timingSection;
public GravityScrollingDrawableTimingSection(SpeedAdjustment timingSection)
public GravityScrollingDrawableTimingSection(MultiplierControlPoint timingSection)
: base(Axes.Y)
{
this.timingSection = timingSection;
@ -22,9 +22,9 @@ namespace osu.Game.Rulesets.Mania.Timing
base.UpdateAfterChildren();
// The gravity-adjusted start position
float startPos = (float)computeGravityTime(timingSection.Time);
float startPos = (float)computeGravityTime(timingSection.StartTime);
// The gravity-adjusted end position
float endPos = (float)computeGravityTime(timingSection.Time + RelativeChildSize.Y);
float endPos = (float)computeGravityTime(timingSection.StartTime + RelativeChildSize.Y);
Y = startPos;
Height = endPos - startPos;

View File

@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Mania.Timing
{
private readonly ScrollingAlgorithm scrollingAlgorithm;
public ManiaSpeedAdjustmentContainer(SpeedAdjustment timingSection, ScrollingAlgorithm scrollingAlgorithm)
public ManiaSpeedAdjustmentContainer(MultiplierControlPoint timingSection, ScrollingAlgorithm scrollingAlgorithm)
: base(timingSection, Axes.Y)
{
this.scrollingAlgorithm = scrollingAlgorithm;
@ -27,8 +27,8 @@ namespace osu.Game.Rulesets.Mania.Timing
return;
// This is very naive and can be improved, but is adequate for now
LifetimeStart = TimingSection.Time - VisibleTimeRange;
LifetimeEnd = TimingSection.Time + Content.Height * 2;
LifetimeStart = MultiplierControlPoint.StartTime - VisibleTimeRange;
LifetimeEnd = MultiplierControlPoint.StartTime + Content.Height * 2;
}
protected override DrawableTimingSection CreateTimingSection()
@ -37,9 +37,9 @@ namespace osu.Game.Rulesets.Mania.Timing
{
default:
case ScrollingAlgorithm.Basic:
return new BasicScrollingDrawableTimingSection(TimingSection);
return new BasicScrollingDrawableTimingSection(MultiplierControlPoint);
case ScrollingAlgorithm.Gravity:
return new GravityScrollingDrawableTimingSection(TimingSection);
return new GravityScrollingDrawableTimingSection(MultiplierControlPoint);
}
}
}

View File

@ -90,11 +90,10 @@ namespace osu.Game.Rulesets.Mania.UI
if (difficultyPoint != null)
lastSpeedMultiplier = difficultyPoint.SpeedMultiplier;
return new SpeedAdjustment
return new MultiplierControlPoint(c.Time)
{
Time = c.Time,
BeatLength = lastBeatLength,
SpeedMultiplier = lastSpeedMultiplier
TimingPoint = { BeatLength = lastBeatLength },
DifficultyPoint = { SpeedMultiplier = lastSpeedMultiplier }
};
});
@ -103,11 +102,11 @@ namespace osu.Game.Rulesets.Mania.UI
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.Time <= lastObjectTime)
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.Time).Select(g => g.Last()).OrderBy(s => s.Time)
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.BeatLength * s.SpeedMultiplier).Select(g => g.First())
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First())
.ToList();
timingChanges.ForEach(t =>

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@ -0,0 +1,28 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Timing
{
public class MultiplierControlPoint
{
/// <summary>
/// The time in milliseconds at which this control point starts.
/// </summary>
public readonly double StartTime;
/// <summary>
/// The multiplier which this control point provides.
/// </summary>
public double Multiplier => 1000 / TimingPoint.BeatLength / DifficultyPoint.SpeedMultiplier;
public TimingControlPoint TimingPoint = new TimingControlPoint();
public DifficultyControlPoint DifficultyPoint = new DifficultyControlPoint();
public MultiplierControlPoint(double startTime)
{
StartTime = startTime;
}
}
}

View File

@ -1,24 +0,0 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
namespace osu.Game.Rulesets.Timing
{
public class SpeedAdjustment
{
/// <summary>
/// The time in milliseconds at which this timing section starts.
/// </summary>
public double Time;
/// <summary>
/// The length of one beat in milliseconds.
/// </summary>
public double BeatLength = 500;
/// <summary>
/// An arbitrary speed multiplier which should be used to when adjusting the visual representation of entities represented by this section.
/// This is usually applied in adition to a multiplier based on the <see cref="BeatLength"/> relative to a constant.
/// </summary>
public double SpeedMultiplier = 1;
}
}

View File

@ -73,11 +73,11 @@ namespace osu.Game.Rulesets.Timing
var timingChangeY = y as SpeedAdjustmentContainer;
// If either of the two drawables are not hit objects, fall back to the base comparer
if (timingChangeX?.TimingSection == null || timingChangeY?.TimingSection == null)
if (timingChangeX?.MultiplierControlPoint == null || timingChangeY?.MultiplierControlPoint == null)
return base.Compare(x, y);
// Compare by start time
int i = timingChangeY.TimingSection.Time.CompareTo(timingChangeX.TimingSection.Time);
int i = timingChangeY.MultiplierControlPoint.StartTime.CompareTo(timingChangeX.MultiplierControlPoint.StartTime);
return i != 0 ? i : base.Compare(x, y);
}

View File

@ -13,8 +13,8 @@ using OpenTK;
namespace osu.Game.Rulesets.Timing
{
/// <summary>
/// A container for hit objects which applies applies the speed changes defined by the <see cref="Timing.SpeedAdjustment.BeatLength"/> and <see cref="Timing.SpeedAdjustment.SpeedMultiplier"/>
/// properties to its <see cref="Container{T}.Content"/> to affect the <see cref="Drawables.DrawableTimingSection"/> scroll speed.
/// A container for hit objects which applies applies the speed adjustments defined by the <see cref="Timing.MultiplierControlPoint"/> properties
/// to its <see cref="Container{T}.Content"/> to affect the <see cref="DrawableTimingSection"/> scroll speed.
/// </summary>
public abstract class SpeedAdjustmentContainer : Container<DrawableHitObject>
{
@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Timing
set { visibleTimeRange.BindTo(value); }
}
public readonly SpeedAdjustment TimingSection;
public readonly MultiplierControlPoint MultiplierControlPoint;
protected override Container<DrawableHitObject> Content => content;
private Container<DrawableHitObject> content;
@ -35,13 +35,13 @@ namespace osu.Game.Rulesets.Timing
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
/// <param name="timingSection">The encapsulated timing section that provides the speed changes.</param>
/// <param name="multiplierControlPoint">The multiplier control point that provides the speed adjustments for this container.</param>
/// <param name="scrollingAxes">The axes through which this drawable timing section scrolls through.</param>
protected SpeedAdjustmentContainer(SpeedAdjustment timingSection, Axes scrollingAxes)
protected SpeedAdjustmentContainer(MultiplierControlPoint multiplierControlPoint, Axes scrollingAxes)
{
this.scrollingAxes = scrollingAxes;
TimingSection = timingSection;
MultiplierControlPoint = multiplierControlPoint;
}
[BackgroundDependencyLoader]
@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Timing
DrawableTimingSection timingSection = CreateTimingSection();
timingSection.VisibleTimeRange.BindTo(VisibleTimeRange);
timingSection.RelativeChildOffset = new Vector2((scrollingAxes & Axes.X) > 0 ? (float)TimingSection.Time : 0, (scrollingAxes & Axes.Y) > 0 ? (float)TimingSection.Time : 0);
timingSection.RelativeChildOffset = new Vector2((scrollingAxes & Axes.X) > 0 ? (float)MultiplierControlPoint.StartTime : 0, (scrollingAxes & Axes.Y) > 0 ? (float)MultiplierControlPoint.StartTime : 0);
AddInternal(content = timingSection);
}
@ -63,17 +63,17 @@ namespace osu.Game.Rulesets.Timing
protected override void Update()
{
float speedAdjustedSize = (float)(1000 / TimingSection.BeatLength / TimingSection.SpeedMultiplier);
float multiplier = (float)MultiplierControlPoint.Multiplier;
// The speed adjustment happens by modifying our size while maintaining the visible time range as the relatve size for our children
Size = new Vector2((scrollingAxes & Axes.X) > 0 ? speedAdjustedSize : 1, (scrollingAxes & Axes.Y) > 0 ? speedAdjustedSize : 1);
// The speed adjustment happens by modifying our size by the multiplier while maintaining the visible time range as the relatve size for our children
Size = new Vector2((scrollingAxes & Axes.X) > 0 ? multiplier : 1, (scrollingAxes & Axes.Y) > 0 ? multiplier : 1);
RelativeChildSize = new Vector2((scrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 1, (scrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 1);
}
/// <summary>
/// Whether this speed adjustment can contain a hit object. This is true if the hit object occurs after this speed adjustment with respect to time.
/// </summary>
public bool CanContain(DrawableHitObject hitObject) => TimingSection.Time <= hitObject.HitObject.StartTime;
public bool CanContain(DrawableHitObject hitObject) => MultiplierControlPoint.StartTime <= hitObject.HitObject.StartTime;
/// <summary>
/// Creates the container which handles the movement of a collection of hit objects.

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@ -197,7 +197,7 @@
<Compile Include="Rulesets\Scoring\ScoreProcessor.cs" />
<Compile Include="Rulesets\Timing\SpeedAdjustmentContainer.cs" />
<Compile Include="Rulesets\Timing\DrawableTimingSection.cs" />
<Compile Include="Rulesets\Timing\SpeedAdjustment.cs" />
<Compile Include="Rulesets\Timing\MultiplierControlPoint.cs" />
<Compile Include="Rulesets\Timing\SpeedAdjustmentCollection.cs" />
<Compile Include="Screens\Menu\MenuSideFlashes.cs" />
<Compile Include="Screens\Play\HUD\HealthDisplay.cs" />