mirror of https://github.com/ppy/osu
69 lines
3.8 KiB
C#
69 lines
3.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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public interface IPositionSnapProvider
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{
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/// <summary>
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/// Given a position, find a valid time and position snap.
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/// </summary>
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/// <remarks>
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/// This call should be equivalent to running <see cref="SnapScreenSpacePositionToValidPosition"/> with any additional logic that can be performed without the time immutability restriction.
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/// </remarks>
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The time and position post-snapping.</returns>
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SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
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/// <summary>
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/// Given a position, find a value position snap, restricting time to its input value.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The position post-snapping. Time will always be null.</returns>
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SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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}
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}
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