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https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
Refactor ScrollingHitObjectContainer
and expose more useful methods
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04413f1634
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@ -19,6 +19,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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/// <summary>
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/// 0 for horizontal scroll, 1 for vertical scroll.
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/// </summary>
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private int scrollingAxis => direction.Value == ScrollingDirection.Left || direction.Value == ScrollingDirection.Right ? 0 : 1;
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/// <summary>
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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@ -48,85 +53,65 @@ namespace osu.Game.Rulesets.UI.Scrolling
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// Given a position along the scrolling axis, return the time within this <see cref="HitObjectContainer"/>.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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/// <param name="position">The position along the scrolling axis.</param>
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/// <param name="referenceTime">The time the scrolling speed is used.</param>
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public double TimeAtPosition(float position, double referenceTime)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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float position = 0;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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position = localPosition.Y;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Left:
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position = localPosition.X;
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break;
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}
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
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return scrollingInfo.Algorithm.TimeAt(position, referenceTime, timeRange.Value, scrollLength);
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}
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// Given a position in screen space, return the time within this <see cref="HitObjectContainer"/>.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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return TimeAtPosition(localPosition[scrollingAxis], Time.Current);
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
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/// </summary>
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public float PositionAtTime(double time, double currentTime)
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{
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float pos = scrollingInfo.Algorithm.PositionAt(time, currentTime, timeRange.Value, scrollLength);
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flipPositionIfRequired(ref pos);
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return pos;
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}
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/// <summary>
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/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
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/// </summary>
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public float PositionAtTime(double time) => PositionAtTime(time, Time.Current);
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/// <summary>
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/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
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/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, scrollLength);
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flipPositionIfRequired(ref pos);
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
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default:
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return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
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}
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float position = PositionAtTime(time, Time.Current);
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return scrollingAxis == 0
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? ToScreenSpace(new Vector2(position, DrawHeight / 2))
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: ToScreenSpace(new Vector2(DrawWidth / 2, position));
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}
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private float scrollLength
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/// <summary>
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/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
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/// </summary>
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public float LengthAtTime(double startTime, double endTime)
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{
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get
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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return scrollingInfo.Algorithm.GetLength(startTime, endTime, timeRange.Value, scrollLength);
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}
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private float getBreadth()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private float scrollLength => DrawSize[scrollingAxis];
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// We're dealing with coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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@ -237,18 +222,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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if (hitObject.HitObject is IHasDuration e)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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hitObject.Height = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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hitObject.Width = scrollingInfo.Algorithm.GetLength(hitObject.HitObject.StartTime, e.EndTime, timeRange.Value, scrollLength);
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break;
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}
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float length = LengthAtTime(hitObject.HitObject.StartTime, e.EndTime);
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if (scrollingAxis == 0)
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hitObject.Width = length;
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else
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hitObject.Height = length;
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}
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foreach (var obj in hitObject.NestedHitObjects)
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@ -262,24 +240,12 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private void updatePosition(DrawableHitObject hitObject, double currentTime)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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hitObject.Y = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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float position = PositionAtTime(hitObject.HitObject.StartTime, currentTime);
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case ScrollingDirection.Down:
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hitObject.Y = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Left:
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hitObject.X = scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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case ScrollingDirection.Right:
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hitObject.X = -scrollingInfo.Algorithm.PositionAt(hitObject.HitObject.StartTime, currentTime, timeRange.Value, scrollLength);
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break;
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}
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if (scrollingAxis == 0)
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hitObject.X = position;
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else
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hitObject.Y = position;
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}
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}
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}
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