diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs
index be31954099..511d6c8623 100644
--- a/osu.Game.Rulesets.Mania/UI/Column.cs
+++ b/osu.Game.Rulesets.Mania/UI/Column.cs
@@ -17,7 +17,6 @@ using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
using osu.Game.Rulesets.Mania.Beatmaps;
-using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Mania.UI
{
@@ -143,54 +142,5 @@ namespace osu.Game.Rulesets.Mania.UI
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
-
- ///
- /// Given a time, return the screen space position within this column.
- ///
- public Vector2 ScreenSpacePositionAtTime(double time)
- {
- var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
-
- switch (ScrollingInfo.Direction.Value)
- {
- case ScrollingDirection.Down:
- // We're dealing with screen 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.
- pos = HitObjectContainer.DrawHeight - pos;
-
- // Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
- pos -= DefaultNotePiece.NOTE_HEIGHT / 2;
- break;
-
- case ScrollingDirection.Up:
- pos += DefaultNotePiece.NOTE_HEIGHT / 2;
- break;
- }
-
- return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
- }
-
- ///
- /// Given a position in screen space, return the time within this column.
- ///
- public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
- {
- // convert to local space of column so we can snap and fetch correct location.
- Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
-
- switch (ScrollingInfo.Direction.Value)
- {
- case ScrollingDirection.Down:
- // as above
- localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
- break;
- }
-
- // offset for the fact that blueprints are centered, as above.
- localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
-
- return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
- }
}
}
diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
index 15e625872d..4ef2c04f23 100644
--- a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
@@ -9,6 +9,7 @@ using osu.Framework.Graphics;
using osu.Framework.Layout;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
+using osuTK;
namespace osu.Game.Rulesets.UI.Scrolling
{
@@ -78,6 +79,92 @@ namespace osu.Game.Rulesets.UI.Scrolling
hitObjectInitialStateCache.Clear();
}
+ public double TimeAtScreenSpace(Vector2 screenSpacePosition)
+ {
+ // 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, getLength());
+ }
+
+ public Vector2 ScreenSpacePositionAtTime(double time)
+ {
+ var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
+
+ flipPositionIfRequired(ref pos);
+
+ switch (scrollingInfo.Direction.Value)
+ {
+ case ScrollingDirection.Up:
+ case ScrollingDirection.Down:
+ return ToScreenSpace(new Vector2(getBredth() / 2, pos));
+
+ default:
+ return ToScreenSpace(new Vector2(pos, getBredth() / 2));
+ }
+ }
+
+ private float getLength()
+ {
+ switch (scrollingInfo.Direction.Value)
+ {
+ case ScrollingDirection.Left:
+ case ScrollingDirection.Right:
+ return DrawWidth;
+
+ default:
+ return DrawHeight;
+ }
+ }
+
+ private float getBredth()
+ {
+ switch (scrollingInfo.Direction.Value)
+ {
+ case ScrollingDirection.Up:
+ case ScrollingDirection.Down:
+ return DrawWidth;
+
+ default:
+ return DrawHeight;
+ }
+ }
+
+ 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.
+ // 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.
+
+ switch (scrollingInfo.Direction.Value)
+ {
+ case ScrollingDirection.Down:
+ position = DrawHeight - position;
+ break;
+
+ case ScrollingDirection.Right:
+ position = DrawWidth - position;
+ break;
+ }
+ }
+
private void onDefaultsApplied(DrawableHitObject drawableObject)
{
// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingPlayfield.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingPlayfield.cs
index fd143a3687..1ccde9b1e3 100644
--- a/osu.Game/Rulesets/UI/Scrolling/ScrollingPlayfield.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingPlayfield.cs
@@ -4,6 +4,7 @@
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Drawables;
+using osuTK;
namespace osu.Game.Rulesets.UI.Scrolling
{
@@ -23,6 +24,18 @@ namespace osu.Game.Rulesets.UI.Scrolling
Direction.BindTo(ScrollingInfo.Direction);
}
+ ///
+ /// Given a position in screen space, return the time within this column.
+ ///
+ public virtual double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) =>
+ ((ScrollingHitObjectContainer)HitObjectContainer).TimeAtScreenSpace(screenSpacePosition);
+
+ ///
+ /// Given a time, return the screen space position within this column.
+ ///
+ public virtual Vector2 ScreenSpacePositionAtTime(double time)
+ => ((ScrollingHitObjectContainer)HitObjectContainer).ScreenSpacePositionAtTime(time);
+
protected sealed override HitObjectContainer CreateHitObjectContainer() => new ScrollingHitObjectContainer();
}
}