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https://github.com/osukey/osukey.git
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Fix up precision + sizing issues
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@ -10,7 +10,6 @@ using osu.Framework.Lists;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.Timing;
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using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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{
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@ -65,7 +64,15 @@ namespace osu.Game.Rulesets.UI.Scrolling
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return result;
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return result;
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}
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}
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private readonly Dictionary<DrawableHitObject, Vector2> hitObjectPositions = new Dictionary<DrawableHitObject, Vector2>();
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
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positionCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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private readonly Dictionary<DrawableHitObject, double> hitObjectPositions = new Dictionary<DrawableHitObject, double>();
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protected override void Update()
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protected override void Update()
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{
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{
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@ -84,19 +91,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (!(obj.HitObject is IHasEndTime endTime))
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if (!(obj.HitObject is IHasEndTime endTime))
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continue;
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continue;
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var endPosition = positionAt(endTime.EndTime);
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var length = positionAt(endTime.EndTime) - startPosition;
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float length = Vector2.Distance(startPosition, endPosition);
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switch (direction)
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switch (direction)
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{
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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case ScrollingDirection.Down:
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obj.Height = length;
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obj.Height = (float)(length * DrawHeight);
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break;
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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case ScrollingDirection.Right:
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obj.Width = length;
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obj.Width = (float)(length * DrawWidth);
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break;
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break;
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}
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}
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}
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}
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@ -115,27 +120,27 @@ namespace osu.Game.Rulesets.UI.Scrolling
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foreach (var obj in AliveObjects)
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foreach (var obj in AliveObjects)
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{
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{
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var finalPosition = hitObjectPositions[obj];
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var finalPosition = hitObjectPositions[obj] - timelinePosition;
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switch (direction)
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switch (direction)
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{
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Up:
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obj.Y = finalPosition.Y - timelinePosition.Y;
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obj.Y = (float)(finalPosition * DrawHeight);
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break;
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break;
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case ScrollingDirection.Down:
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case ScrollingDirection.Down:
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obj.Y = -finalPosition.Y + timelinePosition.Y;
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obj.Y = (float)(-finalPosition * DrawHeight);
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break;
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Left:
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obj.X = finalPosition.X - timelinePosition.X;
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obj.X = (float)(finalPosition * DrawWidth);
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break;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Right:
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obj.X = -finalPosition.X + timelinePosition.X;
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obj.X = (float)(-finalPosition * DrawWidth);
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break;
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break;
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}
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}
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}
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}
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}
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}
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private Vector2 positionAt(double time)
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private double positionAt(double time)
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{
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{
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double length = 0;
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double length = 0;
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for (int i = 0; i < controlPoints.Count; i++)
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for (int i = 0; i < controlPoints.Count; i++)
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@ -149,10 +154,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Duration of the current control point
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// Duration of the current control point
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var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
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var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
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length += (float)(Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / TimeRange);
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length += Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / TimeRange;
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}
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}
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return length * DrawSize;
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return length;
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}
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}
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}
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}
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}
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}
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