Normalize all the line endings

This commit is contained in:
Dean Herbert
2018-04-13 18:19:50 +09:00
parent f99503b60c
commit 32a74f95a5
1069 changed files with 95293 additions and 95293 deletions

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@ -1,25 +1,25 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
namespace osu.Game.Rulesets.UI.Scrolling
{
public enum ScrollingDirection
{
/// <summary>
/// Hitobjects will scroll vertically from the bottom of the hitobject container.
/// </summary>
Up,
/// <summary>
/// Hitobjects will scroll vertically from the top of the hitobject container.
/// </summary>
Down,
/// <summary>
/// Hitobjects will scroll horizontally from the right of the hitobject container.
/// </summary>
Left,
/// <summary>
/// Hitobjects will scroll horizontally from the left of the hitobject container.
/// </summary>
Right
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
namespace osu.Game.Rulesets.UI.Scrolling
{
public enum ScrollingDirection
{
/// <summary>
/// Hitobjects will scroll vertically from the bottom of the hitobject container.
/// </summary>
Up,
/// <summary>
/// Hitobjects will scroll vertically from the top of the hitobject container.
/// </summary>
Down,
/// <summary>
/// Hitobjects will scroll horizontally from the right of the hitobject container.
/// </summary>
Left,
/// <summary>
/// Hitobjects will scroll horizontally from the left of the hitobject container.
/// </summary>
Right
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Visualisers;
namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
/// <summary>
/// The duration required to scroll through one length of the <see cref="ScrollingHitObjectContainer"/> before any control point adjustments.
/// </summary>
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
/// <summary>
/// The control points that adjust the scrolling speed.
/// </summary>
protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
private readonly ScrollingDirection direction;
private Cached initialStateCache = new Cached();
public ScrollingHitObjectContainer(ScrollingDirection direction)
{
this.direction = direction;
RelativeSizeAxes = Axes.Both;
TimeRange.ValueChanged += v => initialStateCache.Invalidate();
}
private ISpeedChangeVisualiser speedChangeVisualiser;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
{
case SpeedChangeVisualisationMethod.Sequential:
speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Overlapping:
speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
break;
}
}
public override void Add(DrawableHitObject hitObject)
{
initialStateCache.Invalidate();
base.Add(hitObject);
}
public override bool Remove(DrawableHitObject hitObject)
{
var result = base.Remove(hitObject);
if (result)
initialStateCache.Invalidate();
return result;
}
public void AddControlPoint(MultiplierControlPoint controlPoint)
{
ControlPoints.Add(controlPoint);
initialStateCache.Invalidate();
}
public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
{
var result = ControlPoints.Remove(controlPoint);
if (result)
initialStateCache.Invalidate();
return result;
}
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
initialStateCache.Invalidate();
return base.Invalidate(invalidation, source, shallPropagate);
}
protected override void Update()
{
base.Update();
if (!initialStateCache.IsValid)
{
speedChangeVisualiser.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
initialStateCache.Validate();
}
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
}
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Visualisers;
namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : HitObjectContainer
{
/// <summary>
/// The duration required to scroll through one length of the <see cref="ScrollingHitObjectContainer"/> before any control point adjustments.
/// </summary>
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
/// <summary>
/// The control points that adjust the scrolling speed.
/// </summary>
protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
private readonly ScrollingDirection direction;
private Cached initialStateCache = new Cached();
public ScrollingHitObjectContainer(ScrollingDirection direction)
{
this.direction = direction;
RelativeSizeAxes = Axes.Both;
TimeRange.ValueChanged += v => initialStateCache.Invalidate();
}
private ISpeedChangeVisualiser speedChangeVisualiser;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
{
case SpeedChangeVisualisationMethod.Sequential:
speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
break;
case SpeedChangeVisualisationMethod.Overlapping:
speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
break;
}
}
public override void Add(DrawableHitObject hitObject)
{
initialStateCache.Invalidate();
base.Add(hitObject);
}
public override bool Remove(DrawableHitObject hitObject)
{
var result = base.Remove(hitObject);
if (result)
initialStateCache.Invalidate();
return result;
}
public void AddControlPoint(MultiplierControlPoint controlPoint)
{
ControlPoints.Add(controlPoint);
initialStateCache.Invalidate();
}
public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
{
var result = ControlPoints.Remove(controlPoint);
if (result)
initialStateCache.Invalidate();
return result;
}
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
initialStateCache.Invalidate();
return base.Invalidate(invalidation, source, shallPropagate);
}
protected override void Update()
{
base.Update();
if (!initialStateCache.IsValid)
{
speedChangeVisualiser.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
initialStateCache.Validate();
}
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
}
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK.Input;
namespace osu.Game.Rulesets.UI.Scrolling
{
/// <summary>
/// A type of <see cref="Playfield"/> specialized towards scrolling <see cref="DrawableHitObject"/>s.
/// </summary>
public abstract class ScrollingPlayfield : Playfield
{
/// <summary>
/// The default span of time visible by the length of the scrolling axes.
/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
/// </summary>
private const double time_span_default = 1500;
/// <summary>
/// The minimum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_min = 50;
/// <summary>
/// The maximum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_max = 10000;
/// <summary>
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
/// </summary>
private const double time_span_step = 50;
/// <summary>
/// The span of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
/// </summary>
public readonly BindableDouble VisibleTimeRange = new BindableDouble(time_span_default)
{
Default = time_span_default,
MinValue = time_span_min,
MaxValue = time_span_max
};
/// <summary>
/// Whether the player can change <see cref="VisibleTimeRange"/>.
/// </summary>
protected virtual bool UserScrollSpeedAdjustment => true;
/// <summary>
/// The container that contains the <see cref="DrawableHitObject"/>s.
/// </summary>
public new ScrollingHitObjectContainer HitObjects => (ScrollingHitObjectContainer)base.HitObjects;
private readonly ScrollingDirection direction;
/// <summary>
/// Creates a new <see cref="ScrollingPlayfield"/>.
/// </summary>
/// <param name="direction">The direction in which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
/// <param name="customWidth">The width to scale the internal coordinate space to.
/// May be null if scaling based on <paramref name="customHeight"/> is desired. If <paramref name="customHeight"/> is also null, no scaling will occur.
/// </param>
/// <param name="customHeight">The height to scale the internal coordinate space to.
/// May be null if scaling based on <paramref name="customWidth"/> is desired. If <paramref name="customWidth"/> is also null, no scaling will occur.
/// </param>
protected ScrollingPlayfield(ScrollingDirection direction, float? customWidth = null, float? customHeight = null)
: base(customWidth, customHeight)
{
this.direction = direction;
}
[BackgroundDependencyLoader]
private void load()
{
HitObjects.TimeRange.BindTo(VisibleTimeRange);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (!UserScrollSpeedAdjustment)
return false;
if (state.Keyboard.ControlPressed)
{
switch (args.Key)
{
case Key.Minus:
transformVisibleTimeRangeTo(VisibleTimeRange + time_span_step, 200, Easing.OutQuint);
break;
case Key.Plus:
transformVisibleTimeRangeTo(VisibleTimeRange - time_span_step, 200, Easing.OutQuint);
break;
}
}
return false;
}
private void transformVisibleTimeRangeTo(double newTimeRange, double duration = 0, Easing easing = Easing.None)
{
this.TransformTo(this.PopulateTransform(new TransformVisibleTimeRange(), newTimeRange, duration, easing));
}
protected sealed override HitObjectContainer CreateHitObjectContainer() => new ScrollingHitObjectContainer(direction);
private class TransformVisibleTimeRange : Transform<double, ScrollingPlayfield>
{
private double valueAt(double time)
{
if (time < StartTime) return StartValue;
if (time >= EndTime) return EndValue;
return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
}
public override string TargetMember => "VisibleTimeRange.Value";
protected override void Apply(ScrollingPlayfield d, double time) => d.VisibleTimeRange.Value = valueAt(time);
protected override void ReadIntoStartValue(ScrollingPlayfield d) => StartValue = d.VisibleTimeRange.Value;
}
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK.Input;
namespace osu.Game.Rulesets.UI.Scrolling
{
/// <summary>
/// A type of <see cref="Playfield"/> specialized towards scrolling <see cref="DrawableHitObject"/>s.
/// </summary>
public abstract class ScrollingPlayfield : Playfield
{
/// <summary>
/// The default span of time visible by the length of the scrolling axes.
/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
/// </summary>
private const double time_span_default = 1500;
/// <summary>
/// The minimum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_min = 50;
/// <summary>
/// The maximum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_max = 10000;
/// <summary>
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
/// </summary>
private const double time_span_step = 50;
/// <summary>
/// The span of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
/// </summary>
public readonly BindableDouble VisibleTimeRange = new BindableDouble(time_span_default)
{
Default = time_span_default,
MinValue = time_span_min,
MaxValue = time_span_max
};
/// <summary>
/// Whether the player can change <see cref="VisibleTimeRange"/>.
/// </summary>
protected virtual bool UserScrollSpeedAdjustment => true;
/// <summary>
/// The container that contains the <see cref="DrawableHitObject"/>s.
/// </summary>
public new ScrollingHitObjectContainer HitObjects => (ScrollingHitObjectContainer)base.HitObjects;
private readonly ScrollingDirection direction;
/// <summary>
/// Creates a new <see cref="ScrollingPlayfield"/>.
/// </summary>
/// <param name="direction">The direction in which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
/// <param name="customWidth">The width to scale the internal coordinate space to.
/// May be null if scaling based on <paramref name="customHeight"/> is desired. If <paramref name="customHeight"/> is also null, no scaling will occur.
/// </param>
/// <param name="customHeight">The height to scale the internal coordinate space to.
/// May be null if scaling based on <paramref name="customWidth"/> is desired. If <paramref name="customWidth"/> is also null, no scaling will occur.
/// </param>
protected ScrollingPlayfield(ScrollingDirection direction, float? customWidth = null, float? customHeight = null)
: base(customWidth, customHeight)
{
this.direction = direction;
}
[BackgroundDependencyLoader]
private void load()
{
HitObjects.TimeRange.BindTo(VisibleTimeRange);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (!UserScrollSpeedAdjustment)
return false;
if (state.Keyboard.ControlPressed)
{
switch (args.Key)
{
case Key.Minus:
transformVisibleTimeRangeTo(VisibleTimeRange + time_span_step, 200, Easing.OutQuint);
break;
case Key.Plus:
transformVisibleTimeRangeTo(VisibleTimeRange - time_span_step, 200, Easing.OutQuint);
break;
}
}
return false;
}
private void transformVisibleTimeRangeTo(double newTimeRange, double duration = 0, Easing easing = Easing.None)
{
this.TransformTo(this.PopulateTransform(new TransformVisibleTimeRange(), newTimeRange, duration, easing));
}
protected sealed override HitObjectContainer CreateHitObjectContainer() => new ScrollingHitObjectContainer(direction);
private class TransformVisibleTimeRange : Transform<double, ScrollingPlayfield>
{
private double valueAt(double time)
{
if (time < StartTime) return StartValue;
if (time >= EndTime) return EndValue;
return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
}
public override string TargetMember => "VisibleTimeRange.Value";
protected override void Apply(ScrollingPlayfield d, double time) => d.VisibleTimeRange.Value = valueAt(time);
protected override void ReadIntoStartValue(ScrollingPlayfield d) => StartValue = d.VisibleTimeRange.Value;
}
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling
{
/// <summary>
/// A type of <see cref="RulesetContainer{TPlayfield,TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
/// <see cref="HitObject"/>s inside this <see cref="RulesetContainer{TPlayfield,TObject}"/> will scroll within the playfield.
/// </summary>
public abstract class ScrollingRulesetContainer<TPlayfield, TObject> : RulesetContainer<TPlayfield, TObject>
where TObject : HitObject
where TPlayfield : ScrollingPlayfield
{
/// <summary>
/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
/// inside this <see cref="RulesetContainer{TPlayfield,TObject}"/>.
/// </summary>
/// <returns></returns>
protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
protected ScrollingRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(ruleset, beatmap, isForCurrentRuleset)
{
}
[BackgroundDependencyLoader]
private void load()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
DefaultControlPoints.AddRange(timingChanges);
// If we have no control points, add a default one
if (DefaultControlPoints.Count == 0)
DefaultControlPoints.Add(new MultiplierControlPoint());
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield playfield)
{
playfield.HitObjects.AddControlPoint(controlPoint);
playfield.NestedPlayfields?.OfType<ScrollingPlayfield>().ForEach(p => applySpeedAdjustment(controlPoint, p));
}
/// <summary>
/// Generates a <see cref="MultiplierControlPoint"/> with the default timing change/difficulty change from the beatmap at a time.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The default <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (DefaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI.Scrolling
{
/// <summary>
/// A type of <see cref="RulesetContainer{TPlayfield,TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
/// <see cref="HitObject"/>s inside this <see cref="RulesetContainer{TPlayfield,TObject}"/> will scroll within the playfield.
/// </summary>
public abstract class ScrollingRulesetContainer<TPlayfield, TObject> : RulesetContainer<TPlayfield, TObject>
where TObject : HitObject
where TPlayfield : ScrollingPlayfield
{
/// <summary>
/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
/// inside this <see cref="RulesetContainer{TPlayfield,TObject}"/>.
/// </summary>
/// <returns></returns>
protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
protected ScrollingRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(ruleset, beatmap, isForCurrentRuleset)
{
}
[BackgroundDependencyLoader]
private void load()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
DefaultControlPoints.AddRange(timingChanges);
// If we have no control points, add a default one
if (DefaultControlPoints.Count == 0)
DefaultControlPoints.Add(new MultiplierControlPoint());
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield playfield)
{
playfield.HitObjects.AddControlPoint(controlPoint);
playfield.NestedPlayfields?.OfType<ScrollingPlayfield>().ForEach(p => applySpeedAdjustment(controlPoint, p));
}
/// <summary>
/// Generates a <see cref="MultiplierControlPoint"/> with the default timing change/difficulty change from the beatmap at a time.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The default <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (DefaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public interface ISpeedChangeVisualiser
{
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that are constant, such as lifetime and spatial length.
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that change depending on <paramref name="currentTime"/>, such as position.
/// This is invoked once per frame.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="currentTime">The current time.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public interface ISpeedChangeVisualiser
{
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that are constant, such as lifetime and spatial length.
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
/// <summary>
/// Computes the states of <see cref="DrawableHitObject"/>s that change depending on <paramref name="currentTime"/>, such as position.
/// This is invoked once per frame.
/// </summary>
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
/// <param name="direction">The scrolling direction.</param>
/// <param name="currentTime">The current time.</param>
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
/// <param name="length">The length of the screen that is scrolled through.</param>
void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
}
}

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@ -1,80 +1,80 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
{
private readonly SortedList<MultiplierControlPoint> controlPoints;
public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / timeRange;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = (float)(position * length.Y);
break;
case ScrollingDirection.Down:
obj.Y = (float)(-position * length.Y);
break;
case ScrollingDirection.Left:
obj.X = (float)(position * length.X);
break;
case ScrollingDirection.Right:
obj.X = (float)(-position * length.X);
break;
}
}
}
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
private MultiplierControlPoint controlPointAt(double time)
{
if (controlPoints.Count == 0)
return new MultiplierControlPoint(double.NegativeInfinity);
if (time < controlPoints[0].StartTime)
return controlPoints[0];
searchPoint.StartTime = time;
int index = controlPoints.BinarySearch(searchPoint);
if (index < 0)
index = ~index - 1;
return controlPoints[index];
}
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Timing;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public class OverlappingSpeedChangeVisualiser : ISpeedChangeVisualiser
{
private readonly SortedList<MultiplierControlPoint> controlPoints;
public OverlappingSpeedChangeVisualiser(SortedList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var controlPoint = controlPointAt(obj.HitObject.StartTime);
var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / timeRange;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = (float)(position * length.Y);
break;
case ScrollingDirection.Down:
obj.Y = (float)(-position * length.Y);
break;
case ScrollingDirection.Left:
obj.X = (float)(position * length.X);
break;
case ScrollingDirection.Right:
obj.X = (float)(-position * length.X);
break;
}
}
}
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
private MultiplierControlPoint controlPointAt(double time)
{
if (controlPoints.Count == 0)
return new MultiplierControlPoint(double.NegativeInfinity);
if (time < controlPoints[0].StartTime)
return controlPoints[0];
searchPoint.StartTime = time;
int index = controlPoints.BinarySearch(searchPoint);
if (index < 0)
index = ~index - 1;
return controlPoints[index];
}
}
}

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@ -1,103 +1,103 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public class SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser
{
private readonly Dictionary<DrawableHitObject, double> hitObjectPositions = new Dictionary<DrawableHitObject, double>();
private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange);
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
if (obj.HitObject is IHasEndTime endTime)
{
var diff = positionAt(endTime.EndTime, timeRange) - startPosition;
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = (float)(diff * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = (float)(diff * length.X);
break;
}
}
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
var timelinePosition = positionAt(currentTime, timeRange);
foreach (var obj in hitObjects)
{
var finalPosition = hitObjectPositions[obj] - timelinePosition;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = (float)(finalPosition * length.Y);
break;
case ScrollingDirection.Down:
obj.Y = (float)(-finalPosition * length.Y);
break;
case ScrollingDirection.Left:
obj.X = (float)(finalPosition * length.X);
break;
case ScrollingDirection.Right:
obj.X = (float)(-finalPosition * length.X);
break;
}
}
}
private double positionAt(double time, double timeRange)
{
double length = 0;
for (int i = 0; i < controlPoints.Count; i++)
{
var current = controlPoints[i];
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
if (i > 0 && current.StartTime > time)
continue;
// Duration of the current control point
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
length += Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / timeRange;
}
return length;
}
}
}
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
public class SequentialSpeedChangeVisualiser : ISpeedChangeVisualiser
{
private readonly Dictionary<DrawableHitObject, double> hitObjectPositions = new Dictionary<DrawableHitObject, double>();
private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
public SequentialSpeedChangeVisualiser(IReadOnlyList<MultiplierControlPoint> controlPoints)
{
this.controlPoints = controlPoints;
}
public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange);
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
if (obj.HitObject is IHasEndTime endTime)
{
var diff = positionAt(endTime.EndTime, timeRange) - startPosition;
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = (float)(diff * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = (float)(diff * length.X);
break;
}
}
if (obj.HasNestedHitObjects)
{
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
var timelinePosition = positionAt(currentTime, timeRange);
foreach (var obj in hitObjects)
{
var finalPosition = hitObjectPositions[obj] - timelinePosition;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = (float)(finalPosition * length.Y);
break;
case ScrollingDirection.Down:
obj.Y = (float)(-finalPosition * length.Y);
break;
case ScrollingDirection.Left:
obj.X = (float)(finalPosition * length.X);
break;
case ScrollingDirection.Right:
obj.X = (float)(-finalPosition * length.X);
break;
}
}
}
private double positionAt(double time, double timeRange)
{
double length = 0;
for (int i = 0; i < controlPoints.Count; i++)
{
var current = controlPoints[i];
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
if (i > 0 && current.StartTime > time)
continue;
// Duration of the current control point
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
length += Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / timeRange;
}
return length;
}
}
}