mirror of
https://github.com/ppy/osu.git
synced 2024-12-21 16:42:55 +08:00
118 lines
5.2 KiB
C#
118 lines
5.2 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 System;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Rulesets.Timing;
|
|
|
|
namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
|
|
{
|
|
public class SequentialScrollAlgorithm : IScrollAlgorithm
|
|
{
|
|
private readonly Dictionary<double, double> positionCache;
|
|
|
|
private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
|
|
|
|
public SequentialScrollAlgorithm(IReadOnlyList<MultiplierControlPoint> controlPoints)
|
|
{
|
|
this.controlPoints = controlPoints;
|
|
|
|
positionCache = new Dictionary<double, double>();
|
|
}
|
|
|
|
public double GetDisplayStartTime(double time, double timeRange) => time - 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();
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <param name="time">The time to find the position at.</param>
|
|
/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
|
|
/// <returns>A positive value indicating the position at <paramref name="time"/>.</returns>
|
|
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;
|
|
}
|
|
}
|
|
}
|