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https://github.com/ppy/osu
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69 lines
3.5 KiB
C#
69 lines
3.5 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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A snap provider which given a reference hit object and proposed distance from it, offers a more correct duration or distance value.
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/// </summary>
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[Cached]
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public interface IDistanceSnapProvider : IPositionSnapProvider
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{
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/// <summary>
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/// A multiplier which changes the ratio of distance travelled per time unit.
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/// Importantly, this is provided for manual usage, and not multiplied into any of the methods exposed by this interface.
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/// </summary>
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/// <seealso cref="BeatmapInfo.DistanceSpacing"/>
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IBindable<double> DistanceSpacingMultiplier { get; }
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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 without applying any snapping.
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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 without applying any snapping.
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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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/// Given a distance from the provided hit object, find the valid 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 FindSnappedDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Given a distance from the provided hit object, find the valid snapped 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>
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/// A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.
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/// The distance will always be less than or equal to the provided <paramref name="distance"/>.
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/// </returns>
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float FindSnappedDistance(HitObject referenceObject, float distance);
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}
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}
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