osu/osu.Game/Rulesets/UI/Scrolling/Algorithms/OverlappingScrollAlgorithm.cs

72 lines
3.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Diagnostics;
using System.Linq;
using osu.Framework.Lists;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
{
public class OverlappingScrollAlgorithm : IScrollAlgorithm
{
private readonly SortedList<MultiplierControlPoint> controlPoints;
public OverlappingScrollAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
{
var controlPoint = controlPointAt(originTime);
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
double visibleDuration = (scrollLength + offset) * timeRange / controlPoint.Multiplier / scrollLength;
return originTime - visibleDuration;
}
public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
{
// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
return -PositionAt(startTime, endTime, timeRange, scrollLength);
}
public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null)
=> (float)((time - currentTime) / timeRange * controlPointAt(originTime ?? time).Multiplier * scrollLength);
public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
{
Debug.Assert(controlPoints.Count > 0);
// Iterate over control points and find the most relevant for the provided position.
// Note: Due to velocity adjustments, overlapping control points will provide multiple valid time values for a single position
// As such, this operation provides unexpected results by using the latter of the control points.
var relevantControlPoint = controlPoints.LastOrDefault(cp => PositionAt(cp.Time, currentTime, timeRange, scrollLength) <= position) ?? controlPoints.First();
float positionAtControlPoint = PositionAt(relevantControlPoint.Time, currentTime, timeRange, scrollLength);
return relevantControlPoint.Time + (position - positionAtControlPoint) * timeRange / relevantControlPoint.Multiplier / scrollLength;
}
public void Reset()
{
}
/// <summary>
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
/// </summary>
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
private MultiplierControlPoint controlPointAt(double time)
{
return ControlPointInfo.BinarySearch(controlPoints, time)
// The standard binary search will fail if there's no control points, or if the time is before the first.
// For this method, we want to use the first control point in the latter case.
?? controlPoints.FirstOrDefault()
?? new MultiplierControlPoint(double.NegativeInfinity);
}
}
}