From 3f8c4a5dfff5c094c2bb4ce6100da4f636a2a037 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=E1=BB=93=20Nguy=C3=AAn=20Minh?= Date: Sun, 13 Nov 2022 17:09:43 +0700 Subject: [PATCH 1/4] Stack Catch dash/normal touch input vertically --- .../UI/CatchTouchInputMapper.cs | 26 ++++++++++--------- 1 file changed, 14 insertions(+), 12 deletions(-) diff --git a/osu.Game.Rulesets.Catch/UI/CatchTouchInputMapper.cs b/osu.Game.Rulesets.Catch/UI/CatchTouchInputMapper.cs index e6736d6c93..12d695393f 100644 --- a/osu.Game.Rulesets.Catch/UI/CatchTouchInputMapper.cs +++ b/osu.Game.Rulesets.Catch/UI/CatchTouchInputMapper.cs @@ -35,6 +35,8 @@ namespace osu.Game.Rulesets.Catch.UI private void load(CatchInputManager catchInputManager, OsuColour colours) { const float width = 0.15f; + // Ratio between normal move area height and total input height + const float normal_area_height_ratio = 0.45f; keyBindingContainer = catchInputManager.KeyBindingContainer; @@ -54,18 +56,18 @@ namespace osu.Game.Rulesets.Catch.UI Width = width, Children = new Drawable[] { - leftDashBox = new InputArea(TouchCatchAction.DashLeft, trackedActionSources) - { - RelativeSizeAxes = Axes.Both, - Width = 0.5f, - }, leftBox = new InputArea(TouchCatchAction.MoveLeft, trackedActionSources) { RelativeSizeAxes = Axes.Both, - Width = 0.5f, + Height = normal_area_height_ratio, Colour = colours.Gray9, - Anchor = Anchor.TopRight, - Origin = Anchor.TopRight, + Anchor = Anchor.BottomRight, + Origin = Anchor.BottomRight, + }, + leftDashBox = new InputArea(TouchCatchAction.DashLeft, trackedActionSources) + { + RelativeSizeAxes = Axes.Both, + Height = 1 - normal_area_height_ratio, }, } }, @@ -80,15 +82,15 @@ namespace osu.Game.Rulesets.Catch.UI rightBox = new InputArea(TouchCatchAction.MoveRight, trackedActionSources) { RelativeSizeAxes = Axes.Both, - Width = 0.5f, + Height = normal_area_height_ratio, Colour = colours.Gray9, + Anchor = Anchor.BottomRight, + Origin = Anchor.BottomRight, }, rightDashBox = new InputArea(TouchCatchAction.DashRight, trackedActionSources) { RelativeSizeAxes = Axes.Both, - Width = 0.5f, - Anchor = Anchor.TopRight, - Origin = Anchor.TopRight, + Height = 1 - normal_area_height_ratio, }, } }, From 40f2da364c1f6753bef8bbf3ae6d976dbbed406f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 21 Nov 2022 14:34:35 +0900 Subject: [PATCH 2/4] Limit how far before the first hitobject that barlines can be generated --- osu.Game/Rulesets/Objects/BarLineGenerator.cs | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/osu.Game/Rulesets/Objects/BarLineGenerator.cs b/osu.Game/Rulesets/Objects/BarLineGenerator.cs index c2709db747..185088878c 100644 --- a/osu.Game/Rulesets/Objects/BarLineGenerator.cs +++ b/osu.Game/Rulesets/Objects/BarLineGenerator.cs @@ -27,7 +27,10 @@ namespace osu.Game.Rulesets.Objects if (beatmap.HitObjects.Count == 0) return; + HitObject firstObject = beatmap.HitObjects.First(); HitObject lastObject = beatmap.HitObjects.Last(); + + double firstHitTime = firstObject.StartTime; double lastHitTime = 1 + lastObject.GetEndTime(); var timingPoints = beatmap.ControlPointInfo.TimingPoints; @@ -41,10 +44,14 @@ namespace osu.Game.Rulesets.Objects EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time); int currentBeat = 0; + // Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked). + // I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now. + // Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject. + double startTime = Math.Max(Math.Min(0, firstHitTime), currentTimingPoint.Time); + // Stop on the next timing point, or if there is no next timing point stop slightly past the last object double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; - double startTime = currentTimingPoint.Time; double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; if (currentEffectPoint.OmitFirstBarLine) From e69ed67335ab9824b238e4f0953be2d9c0b46ea9 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 23 Nov 2022 18:09:47 +0900 Subject: [PATCH 3/4] Add test of barline generation with negative start time control point --- .../TestSceneBarLineGeneration.cs | 36 +++++++++++++++++++ 1 file changed, 36 insertions(+) diff --git a/osu.Game.Rulesets.Taiko.Tests/TestSceneBarLineGeneration.cs b/osu.Game.Rulesets.Taiko.Tests/TestSceneBarLineGeneration.cs index 095fddc33f..bd52af7615 100644 --- a/osu.Game.Rulesets.Taiko.Tests/TestSceneBarLineGeneration.cs +++ b/osu.Game.Rulesets.Taiko.Tests/TestSceneBarLineGeneration.cs @@ -83,5 +83,41 @@ namespace osu.Game.Rulesets.Taiko.Tests AddAssert("first barline ommited", () => barlines.All(b => b.StartTime != start_time)); AddAssert("second barline generated", () => barlines.Any(b => b.StartTime == start_time + (beat_length * time_signature_numerator))); } + + [Test] + public void TestNegativeStartTimeTimingPoint() + { + const double beat_length = 250; + + const int time_signature_numerator = 4; + + var beatmap = new Beatmap + { + HitObjects = + { + new Hit + { + Type = HitType.Centre, + StartTime = 1000 + } + }, + BeatmapInfo = + { + Difficulty = new BeatmapDifficulty { SliderTickRate = 4 }, + Ruleset = new TaikoRuleset().RulesetInfo + }, + }; + + beatmap.ControlPointInfo.Add(-100, new TimingControlPoint + { + BeatLength = beat_length, + TimeSignature = new TimeSignature(time_signature_numerator) + }); + + var barlines = new BarLineGenerator(beatmap).BarLines; + + AddAssert("bar line generated at t=900", () => barlines.Any(line => line.StartTime == 900)); + AddAssert("bar line generated at t=1900", () => barlines.Any(line => line.StartTime == 1900)); + } } } From f9d952220fcee1e1aadc588cbec85ce179461e55 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 23 Nov 2022 18:12:03 +0900 Subject: [PATCH 4/4] Fix barlines being misaligned if generation start time is clamped --- osu.Game/Rulesets/Objects/BarLineGenerator.cs | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) diff --git a/osu.Game/Rulesets/Objects/BarLineGenerator.cs b/osu.Game/Rulesets/Objects/BarLineGenerator.cs index 185088878c..5c76c43f20 100644 --- a/osu.Game/Rulesets/Objects/BarLineGenerator.cs +++ b/osu.Game/Rulesets/Objects/BarLineGenerator.cs @@ -47,13 +47,28 @@ namespace osu.Game.Rulesets.Objects // Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked). // I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now. // Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject. - double startTime = Math.Max(Math.Min(0, firstHitTime), currentTimingPoint.Time); + double generationStartTime = Math.Min(0, firstHitTime); // Stop on the next timing point, or if there is no next timing point stop slightly past the last object double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator; + double startTime; + + if (currentTimingPoint.Time > generationStartTime) + { + startTime = currentTimingPoint.Time; + } + else + { + // If the timing point starts before the minimum allowable time for bar lines, + // we still need to compute a start time for generation that is actually properly aligned with the timing point. + int barCount = (int)Math.Ceiling((generationStartTime - currentTimingPoint.Time) / barLength); + + startTime = currentTimingPoint.Time + barCount * barLength; + } + if (currentEffectPoint.OmitFirstBarLine) { startTime += barLength;