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Update IPositionalSnapProvider
to take a HitObject
as reference, rather than raw time
This allows fetching the correct `DifficultyControlPoint` from the hitobject. Nothing more.
This commit is contained in:
@ -13,7 +13,6 @@ using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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@ -389,41 +388,42 @@ namespace osu.Game.Rulesets.Edit
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return new SnapResult(screenSpacePosition, targetTime, playfield);
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}
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public override float GetBeatSnapDistanceAt(double referenceTime)
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public override float GetBeatSnapDistanceAt(HitObject referenceObject)
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{
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DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
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return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
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return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
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}
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public override float DurationToDistance(double referenceTime, double duration)
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public override float DurationToDistance(HitObject referenceObject, double duration)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceObject));
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}
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public override double DistanceToDuration(double referenceTime, float distance)
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public override double DistanceToDuration(HitObject referenceObject, float distance)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
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}
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public override double GetSnappedDurationFromDistance(double referenceTime, float distance)
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=> BeatSnapProvider.SnapTime(referenceTime + DistanceToDuration(referenceTime, distance), referenceTime) - referenceTime;
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public override double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
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=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
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public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
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public override float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
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{
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double actualDuration = referenceTime + DistanceToDuration(referenceTime, distance);
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double startTime = referenceObject.StartTime;
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double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, referenceTime);
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double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, startTime);
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(startTime);
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// we don't want to exceed the actual duration and snap to a point in the future.
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// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
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if (snappedEndTime > actualDuration + 1)
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snappedEndTime -= beatLength;
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return DurationToDistance(referenceTime, snappedEndTime - referenceTime);
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return DurationToDistance(referenceObject, snappedEndTime - startTime);
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}
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#endregion
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@ -466,15 +466,15 @@ namespace osu.Game.Rulesets.Edit
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public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public abstract float GetBeatSnapDistanceAt(double referenceTime);
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public abstract float GetBeatSnapDistanceAt(HitObject referenceObject);
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public abstract float DurationToDistance(double referenceTime, double duration);
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public abstract float DurationToDistance(HitObject referenceObject, double duration);
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public abstract double DistanceToDuration(double referenceTime, float distance);
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public abstract double DistanceToDuration(HitObject referenceObject, float distance);
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public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
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public abstract double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
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public abstract float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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#endregion
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}
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