Move time to position conversion to ScrollingHitObjectContainer

This commit is contained in:
Dean Herbert
2020-05-25 18:26:28 +09:00
parent b8130bd366
commit 2c16619ecd
3 changed files with 100 additions and 50 deletions

View File

@ -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).