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osu-lazer/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs
2022-06-17 16:37:17 +09:00

97 lines
3.8 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.
#nullable disable
using System;
using osu.Framework.Lists;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
{
public class OverlappingScrollAlgorithm : IScrollAlgorithm
{
private readonly MultiplierControlPoint searchPoint;
private readonly SortedList<MultiplierControlPoint> controlPoints;
public OverlappingScrollAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
searchPoint = new MultiplierControlPoint();
}
public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
{
var controlPoint = controlPointAt(originTime);
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
double visibleDuration = (scrollLength + offset) * timeRange / controlPoint.Multiplier / scrollLength;
return originTime - visibleDuration;
}
public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
{
// 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(startTime, endTime, timeRange, scrollLength);
}
public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
=> (float)((time - currentTime) / timeRange * controlPointAt(time).Multiplier * scrollLength);
public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
{
// Find the control point relating to the position.
// Note: Due to velocity adjustments, overlapping control points will provide multiple valid time values for a single position
// As such, this operation provides unexpected results by using the latter of the control points.
int i = 0;
float pos = 0;
for (; i < controlPoints.Count; i++)
{
float lastPos = pos;
pos = PositionAt(controlPoints[i].StartTime, currentTime, timeRange, scrollLength);
if (pos > position)
{
i--;
pos = lastPos;
break;
}
}
i = Math.Clamp(i, 0, controlPoints.Count - 1);
return controlPoints[i].StartTime + (position - pos) * timeRange / controlPoints[i].Multiplier / scrollLength;
}
public void Reset()
{
}
/// <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];
}
}
}