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Better namings for the speed change "algorithms"
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@ -9,7 +9,7 @@ using osu.Framework.Lists;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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using osu.Game.Rulesets.UI.Scrolling.Visualisers;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -42,18 +42,18 @@ namespace osu.Game.Rulesets.UI.Scrolling
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TimeRange.ValueChanged += v => initialStateCache.Invalidate();
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}
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private IScrollingAlgorithm scrollingAlgorithm;
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private ISpeedChangeVisualiser speedChangeVisualiser;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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switch (config.Get<ScrollingAlgorithmType>(OsuSetting.ScrollingAlgorithm))
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switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
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{
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case ScrollingAlgorithmType.Global:
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scrollingAlgorithm = new GlobalScrollingAlgorithm(ControlPoints);
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case SpeedChangeVisualisationMethod.Sequential:
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speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
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break;
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case ScrollingAlgorithmType.Local:
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scrollingAlgorithm = new LocalScrollingAlgorithm(ControlPoints);
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case SpeedChangeVisualisationMethod.Overlapping:
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speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
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break;
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}
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}
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@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (initialStateCache.IsValid)
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return;
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scrollingAlgorithm.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
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speedChangeVisualiser.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
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initialStateCache.Validate();
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}
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@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
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scrollingAlgorithm.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
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speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
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}
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}
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}
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