Refactor ScrollingHitObjectContainer and expose more useful methods

This commit is contained in:
ekrctb 2021-06-11 18:28:48 +09:00
parent 04413f1634
commit af3f253b21

View File

@ -19,6 +19,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
private readonly IBindable<double> timeRange = new BindableDouble();
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
/// <summary>
/// 0 for horizontal scroll, 1 for vertical scroll.
/// </summary>
private int scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? 0 : 1;
/// <summary>
/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
/// </summary>
@ -48,85 +53,65 @@ namespace osu.Game.Rulesets.UI.Scrolling
}
/// <summary>
/// Given a position in screen space, return the time within this column.
/// Given a position along the scrolling axis, return the time within this <see cref="HitObjectContainer"/>.
/// </summary>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
/// <param name="position">The position along the scrolling axis.</param>
/// <param name="referenceTime">The time the scrolling speed is used.</param>
public double TimeAtPosition(float position, double referenceTime)
{
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
float position = 0;
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
position = localPosition.Y;
break;
case ScrollingDirection.Right:
case ScrollingDirection.Left:
position = localPosition.X;
break;
}
flipPositionIfRequired(ref position);
return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
return scrollingInfo.Algorithm.TimeAt(position, referenceTime, timeRange.Value, scrollLength);
}
/// <summary>
/// Given a time, return the screen space position within this column.
/// Given a position in screen space, return the time within this <see cref="HitObjectContainer"/>.
/// </summary>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
Vector2 localPosition = ToLocalSpace(screenSpacePosition);
return TimeAtPosition(localPosition[scrollingAxis], Time.Current);
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
/// </summary>
public float PositionAtTime(double time, double currentTime)
{
float pos = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
flipPositionIfRequired(ref pos);
return pos;
}
/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
/// </summary>
public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
/// <summary>
/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
/// </summary>
public Vector2 ScreenSpacePositionAtTime(double time)
{
var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
flipPositionIfRequired(ref pos);
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
default:
return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
}
float position = PositionAtTime(time, Time.Current);
return scrollingAxis == 0
? ToScreenSpace(new Vector2(position, DrawHeight / 2))
: ToScreenSpace(new Vector2(DrawWidth / 2, position));
}
private float scrollLength
/// <summary>
/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
/// </summary>
public float LengthAtTime(double startTime, double endTime)
{
get
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Left:
case ScrollingDirection.Right:
return DrawWidth;
default:
return DrawHeight;
}
}
return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
}
private float getBreadth()
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
return DrawWidth;
default:
return DrawHeight;
}
}
private float scrollLength => DrawSize[scrollingAxis];
private void flipPositionIfRequired(ref float position)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// We're dealing with coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
@ -237,18 +222,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
{
if (hitObject.HitObject is IHasDuration e)
{
switch (direction.Value)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
break;
}
float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
if (scrollingAxis == 0)
hitObject.Width = length;
else
hitObject.Height = length;
}
foreach (var obj in hitObject.NestedHitObjects)
@ -262,24 +240,12 @@ namespace osu.Game.Rulesets.UI.Scrolling
private void updatePosition(DrawableHitObject hitObject, double currentTime)
{
switch (direction.Value)
{
case ScrollingDirection.Up:
hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
case ScrollingDirection.Down:
hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
case ScrollingDirection.Left:
hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
case ScrollingDirection.Right:
hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
break;
}
if (scrollingAxis == 0)
hitObject.X = position;
else
hitObject.Y = position;
}
}
}