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osu-lazer/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs

117 lines
4.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// 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<MultiplierControlPoint> controlPoints;
public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public void ComputeInitialStates(IEnumerable<DrawableHitObject> 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<DrawableHitObject> 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();
/// <summary>
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
/// </summary>
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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];
}
}
}