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osu-lazer/osu.Game/Rulesets/Edit/IPositionSnapProvider.cs
Dean Herbert 6c7475f085 Fix snapped distances potentially exceeding the source distance
This results in slider placement including "excess" length, where the
curve is not applied to the placed path. This is generally not what we
want.

I considered adding a bool parameter (or enum) to change the
floor/rounding mode, but on further examination I think this is what we
always expect from this function.
2020-08-25 18:58:01 +09:00

58 lines
3.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public interface IPositionSnapProvider
{
/// <summary>
/// Given a position, find a valid time snap.
/// </summary>
/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
/// <returns>The time and position post-snapping.</returns>
SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
/// <summary>
/// Retrieves the distance between two points within a timing point that are one beat length apart.
/// </summary>
/// <param name="referenceTime">The time of the timing point.</param>
/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
float GetBeatSnapDistanceAt(double referenceTime);
/// <summary>
/// Converts a duration to a distance.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="duration"/> resides in.</param>
/// <param name="duration">The duration to convert.</param>
/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
float DurationToDistance(double referenceTime, double duration);
/// <summary>
/// Converts a distance to a duration.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
double DistanceToDuration(double referenceTime, float distance);
/// <summary>
/// Converts a distance to a snapped duration.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
double GetSnappedDurationFromDistance(double referenceTime, float distance);
/// <summary>
/// Converts an unsnapped distance to a snapped distance.
/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
/// </summary>
/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
/// <param name="distance">The distance to convert.</param>
/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
float GetSnappedDistanceFromDistance(double referenceTime, float distance);
}
}