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121 lines
5.3 KiB
C#
121 lines
5.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.Lists;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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private readonly SortedList<MultiplierControlPoint> controlPoints;
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public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
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double visibleDuration = timeRange / controlPointAt(obj.HitObject.StartTime).Multiplier;
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obj.LifetimeStart = obj.HitObject.StartTime - visibleDuration;
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if (obj.HitObject is IHasEndTime endTime)
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{
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// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
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// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
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var hitObjectLength = -hitObjectPositionAt(obj, endTime.EndTime, timeRange);
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = (float)(hitObjectLength * length.Y);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Width = (float)(hitObjectLength * length.X);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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var position = hitObjectPositionAt(obj, currentTime, timeRange);
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = (float)(position * length.Y);
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break;
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case ScrollingDirection.Down:
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obj.Y = (float)(-position * length.Y);
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break;
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case ScrollingDirection.Left:
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obj.X = (float)(position * length.X);
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break;
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case ScrollingDirection.Right:
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obj.X = (float)(-position * length.X);
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break;
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}
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}
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}
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/// <summary>
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/// Computes the position of a <see cref="DrawableHitObject"/> at a point in time.
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/// <para>
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/// At t < startTime, position > 0. <br />
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/// At t = startTime, position = 0. <br />
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/// At t > startTime, position < 0.
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/// </para>
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/// </summary>
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/// <param name="obj">The <see cref="DrawableHitObject"/>.</param>
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/// <param name="time">The time to find the position of <paramref name="obj"/> at.</param>
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/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
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/// <returns>The position of <paramref name="obj"/> in the scrolling area at time = <paramref name="time"/>.</returns>
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private double hitObjectPositionAt(DrawableHitObject obj, double time, double timeRange)
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=> (obj.HitObject.StartTime - time) / timeRange * controlPointAt(obj.HitObject.StartTime).Multiplier;
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private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
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/// <summary>
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/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
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/// </summary>
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/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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private MultiplierControlPoint controlPointAt(double time)
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{
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if (controlPoints.Count == 0)
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return new MultiplierControlPoint(double.NegativeInfinity);
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if (time < controlPoints[0].StartTime)
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return controlPoints[0];
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searchPoint.StartTime = time;
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int index = controlPoints.BinarySearch(searchPoint);
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if (index < 0)
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index = ~index - 1;
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return controlPoints[index];
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}
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}
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}
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