// 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.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Timing; using OpenTK; namespace osu.Game.Rulesets.UI.Scrolling.Visualisers { public class SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser { private readonly Dictionary hitObjectPositions = new Dictionary(); private readonly IReadOnlyList controlPoints; public SequentialSpeedChangeVisualiser(IReadOnlyList controlPoints) { this.controlPoints = controlPoints; } public void ComputeInitialStates(IEnumerable hitObjects, ScrollingDirection direction, double timeRange, Vector2 length) { foreach (var obj in hitObjects) { // To reduce iterations when updating hitobject positions later on, their initial positions are cached var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange); // Todo: This is approximate and will be incorrect in the case of extreme speed changes obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000; if (obj.HitObject is IHasEndTime endTime) { var hitObjectLength = positionAt(endTime.EndTime, timeRange) - startPosition; 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; } } if (obj.HasNestedHitObjects) { 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) { var timelinePosition = positionAt(currentTime, timeRange); foreach (var obj in hitObjects) { var finalPosition = hitObjectPositions[obj] - timelinePosition; switch (direction) { case ScrollingDirection.Up: obj.Y = (float)(finalPosition * length.Y); break; case ScrollingDirection.Down: obj.Y = (float)(-finalPosition * length.Y); break; case ScrollingDirection.Left: obj.X = (float)(finalPosition * length.X); break; case ScrollingDirection.Right: obj.X = (float)(-finalPosition * length.X); break; } } } /// /// 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 positionAt(double time, double 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; } } }