// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using osu.Framework.Lists; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Timing; namespace osu.Game.Rulesets.UI.Scrolling.Visualisers { public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser { public double TimeRange { get; set; } public float ScrollLength { get; set; } private readonly SortedList controlPoints; public OverlappingSpeedChangeVisualiser(SortedList controlPoints) { this.controlPoints = controlPoints; } public void ComputeInitialStates(IEnumerable hitObjects, ScrollingDirection direction) { foreach (var obj in hitObjects) { obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime); if (obj.HitObject is IHasEndTime endTime) { switch (direction) { case ScrollingDirection.Up: case ScrollingDirection.Down: obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime); break; case ScrollingDirection.Left: case ScrollingDirection.Right: obj.Width = GetLength(obj.HitObject.StartTime, endTime.EndTime); break; } } ComputeInitialStates(obj.NestedHitObjects, direction); // Nested hitobjects don't need to scroll, but they do need accurate positions UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime); } } public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime) { foreach (var obj in hitObjects) { switch (direction) { case ScrollingDirection.Up: obj.Y = PositionAt(currentTime, obj.HitObject.StartTime); break; case ScrollingDirection.Down: obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime); break; case ScrollingDirection.Left: obj.X = PositionAt(currentTime, obj.HitObject.StartTime); break; case ScrollingDirection.Right: obj.X = -PositionAt(currentTime, obj.HitObject.StartTime); break; } } } public double GetDisplayStartTime(double startTime) { // The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases double visibleDuration = TimeRange / controlPointAt(startTime).Multiplier; return startTime - visibleDuration; } public float GetLength(double startTime, double endTime) { // At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin. // This results in a negative-position value, and the absolute of it indicates the length of the hitobject. return -PositionAt(endTime, startTime); } public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / TimeRange * controlPointAt(startTime).Multiplier * ScrollLength); private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint(); /// /// Finds the which affects the speed of hitobjects at a specific time. /// /// The time which the should affect. /// The . private MultiplierControlPoint controlPointAt(double time) { if (controlPoints.Count == 0) return new MultiplierControlPoint(double.NegativeInfinity); if (time < controlPoints[0].StartTime) return controlPoints[0]; searchPoint.StartTime = time; int index = controlPoints.BinarySearch(searchPoint); if (index < 0) index = ~index - 1; return controlPoints[index]; } } }