Add IScrollAlgorithm.TimeAt()

This commit is contained in:
smoogipoo
2018-11-09 19:55:48 +09:00
parent aee7a80e71
commit b9b20607af
7 changed files with 256 additions and 0 deletions

View File

@ -35,6 +35,36 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
return (float)((relativePositionAtCached(time, timeRange) - timelinePosition) * scrollLength);
}
public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
{
// Convert the position to a length relative to time = 0
double length = position / scrollLength + relativePositionAt(currentTime, timeRange);
// We need to consider all timing points until the specified time and not just the currently-active one,
// since each timing point individually affects the positions of _all_ hitobjects after its start time
for (int i = 0; i < controlPoints.Count; i++)
{
var current = controlPoints[i];
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
// Duration of the current control point
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
// Figure out the length of control point
var currentLength = currentDuration / timeRange * current.Multiplier;
if (currentLength > length)
{
// The point is within this control point
return current.StartTime + length * timeRange / current.Multiplier;
}
length -= currentLength;
}
return 0; // Should never occur
}
private double relativePositionAtCached(double time, double timeRange)
{
if (!positionCache.TryGetValue(time, out double existing))