From d237c818f6d744f4a92697f7b45cbc6ff7747dc4 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 18 Oct 2022 16:15:21 +0900 Subject: [PATCH] Fix nested objects in overlapping scrolling hit object container ruleset not using correct reference time --- .../UI/Scrolling/Algorithms/ConstantScrollAlgorithm.cs | 2 +- .../UI/Scrolling/Algorithms/IScrollAlgorithm.cs | 5 +++-- .../Scrolling/Algorithms/OverlappingScrollAlgorithm.cs | 4 ++-- .../Scrolling/Algorithms/SequentialScrollAlgorithm.cs | 2 +- .../UI/Scrolling/ScrollingHitObjectContainer.cs | 10 +++++----- osu.Game/Tests/Visual/ScrollingTestContainer.cs | 2 +- 6 files changed, 13 insertions(+), 12 deletions(-) diff --git a/osu.Game/Rulesets/UI/Scrolling/Algorithms/ConstantScrollAlgorithm.cs b/osu.Game/Rulesets/UI/Scrolling/Algorithms/ConstantScrollAlgorithm.cs index 0bd8aa64c9..c957a84eb1 100644 --- a/osu.Game/Rulesets/UI/Scrolling/Algorithms/ConstantScrollAlgorithm.cs +++ b/osu.Game/Rulesets/UI/Scrolling/Algorithms/ConstantScrollAlgorithm.cs @@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms return -PositionAt(startTime, endTime, timeRange, scrollLength); } - public float PositionAt(double time, double currentTime, double timeRange, float scrollLength) + public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null) => (float)((time - currentTime) / timeRange * scrollLength); public double TimeAt(float position, double currentTime, double timeRange, float scrollLength) diff --git a/osu.Game/Rulesets/UI/Scrolling/Algorithms/IScrollAlgorithm.cs b/osu.Game/Rulesets/UI/Scrolling/Algorithms/IScrollAlgorithm.cs index d2fb9e3531..f78509f919 100644 --- a/osu.Game/Rulesets/UI/Scrolling/Algorithms/IScrollAlgorithm.cs +++ b/osu.Game/Rulesets/UI/Scrolling/Algorithms/IScrollAlgorithm.cs @@ -53,8 +53,9 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms /// The current time. /// The amount of visible time. /// The absolute spatial length through . + /// The time to be used for control point lookups (ie. the parent's start time for nested hit objects). /// The absolute spatial position. - float PositionAt(double time, double currentTime, double timeRange, float scrollLength); + float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null); /// /// Computes the time which brings a point to a provided spatial position given the current time. @@ -63,7 +64,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms /// The current time. /// The amount of visible time. /// The absolute spatial length through . - /// The time at which == . + /// The time at which == . double TimeAt(float position, double currentTime, double timeRange, float scrollLength); /// diff --git a/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs b/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs index 8fd7677a52..00bc7453d8 100644 --- a/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs +++ b/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs @@ -34,8 +34,8 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms return -PositionAt(startTime, endTime, timeRange, scrollLength); } - public float PositionAt(double time, double currentTime, double timeRange, float scrollLength) - => (float)((time - currentTime) / timeRange * controlPointAt(time).Multiplier * scrollLength); + public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null) + => (float)((time - currentTime) / timeRange * controlPointAt(originTime ?? time).Multiplier * scrollLength); public double TimeAt(float position, double currentTime, double timeRange, float scrollLength) { diff --git a/osu.Game/Rulesets/UI/Scrolling/Algorithms/SequentialScrollAlgorithm.cs b/osu.Game/Rulesets/UI/Scrolling/Algorithms/SequentialScrollAlgorithm.cs index 8d43185eac..774beb20c7 100644 --- a/osu.Game/Rulesets/UI/Scrolling/Algorithms/SequentialScrollAlgorithm.cs +++ b/osu.Game/Rulesets/UI/Scrolling/Algorithms/SequentialScrollAlgorithm.cs @@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms return (float)(objectLength * scrollLength); } - public float PositionAt(double time, double currentTime, double timeRange, float scrollLength) + public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null) { double timelineLength = relativePositionAt(time, timeRange) - relativePositionAt(currentTime, timeRange); return (float)(timelineLength * scrollLength); diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs index 37da157cc1..443a37ab1c 100644 --- a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs +++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs @@ -93,9 +93,9 @@ namespace osu.Game.Rulesets.UI.Scrolling /// /// Given a time, return the position along the scrolling axis within this at time . /// - public float PositionAtTime(double time, double currentTime) + public float PositionAtTime(double time, double currentTime, double? originTime = null) { - float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength); + float scrollPosition = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength, originTime); return axisInverted ? -scrollPosition : scrollPosition; } @@ -252,14 +252,14 @@ namespace osu.Game.Rulesets.UI.Scrolling updateLayoutRecursive(obj); // Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime - updatePosition(obj, hitObject.HitObject.StartTime); + updatePosition(obj, hitObject.HitObject.StartTime, hitObject.HitObject.StartTime); setComputedLifetimeStart(obj.Entry); } } - private void updatePosition(DrawableHitObject hitObject, double currentTime) + private void updatePosition(DrawableHitObject hitObject, double currentTime, double? parentHitObjectStartTime = null) { - float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime); + float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime, parentHitObjectStartTime); if (scrollingAxis == Direction.Horizontal) hitObject.X = position; diff --git a/osu.Game/Tests/Visual/ScrollingTestContainer.cs b/osu.Game/Tests/Visual/ScrollingTestContainer.cs index cf7fe6e45d..87f4bb3f3b 100644 --- a/osu.Game/Tests/Visual/ScrollingTestContainer.cs +++ b/osu.Game/Tests/Visual/ScrollingTestContainer.cs @@ -99,7 +99,7 @@ namespace osu.Game.Tests.Visual public float GetLength(double startTime, double endTime, double timeRange, float scrollLength) => implementation.GetLength(startTime, endTime, timeRange, scrollLength); - public float PositionAt(double time, double currentTime, double timeRange, float scrollLength) + public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null) => implementation.PositionAt(time, currentTime, timeRange, scrollLength); public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)