// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Game.Rulesets.Timing; namespace osu.Game.Rulesets.UI.Scrolling.Visualisers { public readonly struct SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser { private readonly Dictionary positionCache; private readonly IReadOnlyList controlPoints; private readonly double timeRange; private readonly float scrollLength; public SequentialSpeedChangeVisualiser(IReadOnlyList controlPoints, double timeRange, float scrollLength) { this.controlPoints = controlPoints; this.timeRange = timeRange; this.scrollLength = scrollLength; positionCache = new Dictionary(); } public double GetDisplayStartTime(double startTime) => startTime - timeRange - 1000; public float GetLength(double startTime, double endTime) { var objectLength = relativePositionAtCached(endTime) - relativePositionAtCached(startTime); return (float)(objectLength * scrollLength); } public float PositionAt(double currentTime, double startTime) { // Caching is not used here as currentTime is unlikely to have been previously cached double timelinePosition = relativePositionAt(currentTime); return (float)((relativePositionAtCached(startTime) - timelinePosition) * scrollLength); } private double relativePositionAtCached(double time) { if (!positionCache.TryGetValue(time, out double existing)) positionCache[time] = existing = relativePositionAt(time); return existing; } /// /// Finds the position which corresponds to a point in time. /// This is a non-linear operation that depends on all the control points up to and including the one active at the time value. /// /// The time to find the position at. /// The amount of time visualised by the scrolling area. /// A positive value indicating the position at . private double relativePositionAt(double time) { if (controlPoints.Count == 0) return time / timeRange; double length = 0; // We need to consider all timing points until the specified time and not just the currently-active one, // since each timing point individually affects the positions of _all_ hitobjects after its start time for (int i = 0; i < controlPoints.Count; i++) { var current = controlPoints[i]; var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null; // We don't need to consider any control points beyond the current time, since it will not yet // affect any hitobjects if (i > 0 && current.StartTime > time) continue; // Duration of the current control point var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime; // We want to consider the minimal amount of time that this control point has affected, // which may be either its duration, or the amount of time that has passed within it var durationInCurrent = Math.Min(currentDuration, time - current.StartTime); // Figure out how much of the time range the duration represents, and adjust it by the speed multiplier length += durationInCurrent / timeRange * current.Multiplier; } return length; } } }