// 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.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using OpenTK; namespace osu.Game.Rulesets.UI.Scrolling.Visualisers { public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser { public void ComputeInitialStates(IEnumerable hitObjects, ScrollingDirection direction, double timeRange, Vector2 length) { foreach (var obj in hitObjects) { obj.LifetimeStart = obj.HitObject.StartTime - timeRange; if (obj.HitObject is IHasEndTime endTime) { var hitObjectLength = (endTime.EndTime - obj.HitObject.StartTime) / timeRange; switch (direction) { case ScrollingDirection.Up: case ScrollingDirection.Down: obj.Height = (float)(hitObjectLength * length.Y); break; case ScrollingDirection.Left: case ScrollingDirection.Right: obj.Width = (float)(hitObjectLength * length.X); break; } } ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length); // Nested hitobjects don't need to scroll, but they do need accurate positions UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length); } } public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length) { foreach (var obj in hitObjects) { var position = (obj.HitObject.StartTime - currentTime) / timeRange; switch (direction) { case ScrollingDirection.Up: obj.Y = (float)(position * length.Y); break; case ScrollingDirection.Down: obj.Y = (float)(-position * length.Y); break; case ScrollingDirection.Left: obj.X = (float)(position * length.X); break; case ScrollingDirection.Right: obj.X = (float)(-position * length.X); break; } } } } }