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mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:47:24 +08:00

Use natural anchor for TimeAtPosition and PositionAtTime

The natural anchor is the end of the scrolling direction (e.g. Bottom for Down scrolling).
This commit is contained in:
ekrctb 2021-06-15 13:11:07 +09:00
parent 1ddcb352c5
commit bbf0022689

View File

@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
/// </remarks>
public double TimeAtPosition(float localPosition, double currentTime)
{
float scrollPosition = axisInverted ? scrollLength - localPosition : localPosition;
float scrollPosition = axisInverted ? -localPosition : localPosition;
return scrollingInfo.Algorithm.TimeAt(scrollPosition, currentTime, timeRange.Value, scrollLength);
}
@ -81,8 +81,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
/// </remarks>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
return TimeAtPosition(scrollingAxis == Direction.Horizontal ? localPosition.X : localPosition.Y, Time.Current);
Vector2 pos = ToLocalSpace(screenSpacePosition);
float localPosition = scrollingAxis == Direction.Horizontal ? pos.X : pos.Y;
localPosition -= axisInverted ? scrollLength : 0;
return TimeAtPosition(localPosition, Time.Current);
}
/// <summary>
@ -91,7 +93,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
public float PositionAtTime(double time, double currentTime)
{
float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
return axisInverted ? scrollLength - scrollPosition : scrollPosition;
return axisInverted ? -scrollPosition : scrollPosition;
}
/// <summary>
@ -106,6 +108,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
public Vector2 ScreenSpacePositionAtTime(double time)
{
float localPosition = PositionAtTime(time, Time.Current);
localPosition += axisInverted ? scrollLength : 0;
return scrollingAxis == Direction.Horizontal
? ToScreenSpace(new Vector2(localPosition, DrawHeight / 2))
: ToScreenSpace(new Vector2(DrawWidth / 2, localPosition));
@ -236,14 +239,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
{
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
// The position returned from `PositionAtTime` is assuming the `TopLeft` anchor.
// A correction is needed because the hit objects are using a different anchor for each direction (e.g. `BottomCentre` for `Bottom` direction).
float anchorCorrection = axisInverted ? scrollLength : 0;
if (scrollingAxis == Direction.Horizontal)
hitObject.X = position - anchorCorrection;
hitObject.X = position;
else
hitObject.Y = position - anchorCorrection;
hitObject.Y = position;
}
}
}