diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs index f478e37e3e..d21f30eb30 100644 --- a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs +++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs @@ -19,6 +19,11 @@ namespace osu.Game.Rulesets.UI.Scrolling private readonly IBindable timeRange = new BindableDouble(); private readonly IBindable direction = new Bindable(); + /// + /// 0 for horizontal scroll, 1 for vertical scroll. + /// + private int scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? 0 : 1; + /// /// A set of top-level s which have an up-to-date layout. /// @@ -48,85 +53,65 @@ namespace osu.Game.Rulesets.UI.Scrolling } /// - /// Given a position in screen space, return the time within this column. + /// Given a position along the scrolling axis, return the time within this . /// - public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) + /// The position along the scrolling axis. + /// The time the scrolling speed is used. + public double TimeAtPosition(float position, double referenceTime) { - // convert to local space of column so we can snap and fetch correct location. - Vector2 localPosition = ToLocalSpace(screenSpacePosition); - - float position = 0; - - switch (scrollingInfo.Direction.Value) - { - case ScrollingDirection.Up: - case ScrollingDirection.Down: - position = localPosition.Y; - break; - - case ScrollingDirection.Right: - case ScrollingDirection.Left: - position = localPosition.X; - break; - } - flipPositionIfRequired(ref position); - - return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, scrollLength); + return scrollingInfo.Algorithm.TimeAt(position, referenceTime, timeRange.Value, scrollLength); } /// - /// Given a time, return the screen space position within this column. + /// Given a position in screen space, return the time within this . + /// + public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) + { + Vector2 localPosition = ToLocalSpace(screenSpacePosition); + return TimeAtPosition(localPosition[scrollingAxis], Time.Current); + } + + /// + /// Given a time, return the position along the scrolling axis within this at time . + /// + public float PositionAtTime(double time, double currentTime) + { + float pos = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength); + flipPositionIfRequired(ref pos); + return pos; + } + + /// + /// Given a time, return the position along the scrolling axis within this at the current time. + /// + public float PositionAtTime(double time) => PositionAtTime(time, Time.Current); + + /// + /// Given a time, return the screen space position within this . + /// In the non-scrolling axis, the center of this is returned. /// public Vector2 ScreenSpacePositionAtTime(double time) { - var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, scrollLength); - - flipPositionIfRequired(ref pos); - - switch (scrollingInfo.Direction.Value) - { - case ScrollingDirection.Up: - case ScrollingDirection.Down: - return ToScreenSpace(new Vector2(getBreadth() / 2, pos)); - - default: - return ToScreenSpace(new Vector2(pos, getBreadth() / 2)); - } + float position = PositionAtTime(time, Time.Current); + return scrollingAxis == 0 + ? ToScreenSpace(new Vector2(position, DrawHeight / 2)) + : ToScreenSpace(new Vector2(DrawWidth / 2, position)); } - private float scrollLength + /// + /// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis. + /// + public float LengthAtTime(double startTime, double endTime) { - get - { - switch (scrollingInfo.Direction.Value) - { - case ScrollingDirection.Left: - case ScrollingDirection.Right: - return DrawWidth; - - default: - return DrawHeight; - } - } + return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength); } - private float getBreadth() - { - switch (scrollingInfo.Direction.Value) - { - case ScrollingDirection.Up: - case ScrollingDirection.Down: - return DrawWidth; - - default: - return DrawHeight; - } - } + private float scrollLength => DrawSize[scrollingAxis]; private void flipPositionIfRequired(ref float position) { - // We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time. + // We're dealing with coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time. // The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position, // so when scrolling downwards the coordinates need to be flipped. @@ -237,18 +222,11 @@ namespace osu.Game.Rulesets.UI.Scrolling { if (hitObject.HitObject is IHasDuration e) { - switch (direction.Value) - { - case ScrollingDirection.Up: - case ScrollingDirection.Down: - hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength); - break; - - case ScrollingDirection.Left: - case ScrollingDirection.Right: - hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength); - break; - } + float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime); + if (scrollingAxis == 0) + hitObject.Width = length; + else + hitObject.Height = length; } foreach (var obj in hitObject.NestedHitObjects) @@ -262,24 +240,12 @@ namespace osu.Game.Rulesets.UI.Scrolling private void updatePosition(DrawableHitObject hitObject, double currentTime) { - switch (direction.Value) - { - case ScrollingDirection.Up: - hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); - break; + float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime); - case ScrollingDirection.Down: - hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); - break; - - case ScrollingDirection.Left: - hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); - break; - - case ScrollingDirection.Right: - hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength); - break; - } + if (scrollingAxis == 0) + hitObject.X = position; + else + hitObject.Y = position; } } }