// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Game.Rulesets.Timing; namespace osu.Game.Rulesets.UI.Scrolling.Algorithms { public class SequentialScrollAlgorithm : IScrollAlgorithm { private readonly Dictionary positionCache; private readonly IReadOnlyList controlPoints; public SequentialScrollAlgorithm(IReadOnlyList controlPoints) { this.controlPoints = controlPoints; positionCache = new Dictionary(); } public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength) { double adjustedTime = TimeAt(-offset, originTime, timeRange, scrollLength); return adjustedTime - timeRange - 1000; } public float GetLength(double startTime, double endTime, double timeRange, float scrollLength) { var objectLength = relativePositionAtCached(endTime, timeRange) - relativePositionAtCached(startTime, timeRange); return (float)(objectLength * scrollLength); } public float PositionAt(double time, double currentTime, double timeRange, float scrollLength) { // Caching is not used here as currentTime is unlikely to have been previously cached double timelinePosition = relativePositionAt(currentTime, timeRange); return (float)((relativePositionAtCached(time, timeRange) - timelinePosition) * scrollLength); } public double TimeAt(float position, double currentTime, double timeRange, float scrollLength) { // Convert the position to a length relative to time = 0 double length = position / scrollLength + relativePositionAt(currentTime, timeRange); // 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; // Duration of the current control point var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime; // Figure out the length of control point var currentLength = currentDuration / timeRange * current.Multiplier; if (currentLength > length) { // The point is within this control point return current.StartTime + length * timeRange / current.Multiplier; } length -= currentLength; } return 0; // Should never occur } private double relativePositionAtCached(double time, double timeRange) { if (!positionCache.TryGetValue(time, out double existing)) positionCache[time] = existing = relativePositionAt(time, timeRange); return existing; } public void Reset() => positionCache.Clear(); /// /// 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, double timeRange) { 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; } } }