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:
Dean Herbert
2021-09-01 18:05:10 +09:00
parent a3d9ab1e2e
commit d4e5a612ea
13 changed files with 83 additions and 68 deletions

View File

@ -13,7 +13,6 @@ using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
@ -389,41 +388,42 @@ namespace osu.Game.Rulesets.Edit
return new SnapResult(screenSpacePosition, targetTime, playfield);
}
public override float GetBeatSnapDistanceAt(double referenceTime)
public override float GetBeatSnapDistanceAt(HitObject referenceObject)
{
DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
}
public override float DurationToDistance(double referenceTime, double duration)
public override float DurationToDistance(HitObject referenceObject, double duration)
{
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceObject));
}
public override double DistanceToDuration(double referenceTime, float distance)
public override double DistanceToDuration(HitObject referenceObject, float distance)
{
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
}
public override double GetSnappedDurationFromDistance(double referenceTime, float distance)
=> BeatSnapProvider.SnapTime(referenceTime + DistanceToDuration(referenceTime, distance), referenceTime) - referenceTime;
public override double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
public override float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
{
double actualDuration = referenceTime + DistanceToDuration(referenceTime, distance);
double startTime = referenceObject.StartTime;
double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, referenceTime);
double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, startTime);
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(startTime);
// we don't want to exceed the actual duration and snap to a point in the future.
// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
if (snappedEndTime > actualDuration + 1)
snappedEndTime -= beatLength;
return DurationToDistance(referenceTime, snappedEndTime - referenceTime);
return DurationToDistance(referenceObject, snappedEndTime - startTime);
}
#endregion
@ -466,15 +466,15 @@ namespace osu.Game.Rulesets.Edit
public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public abstract float GetBeatSnapDistanceAt(double referenceTime);
public abstract float GetBeatSnapDistanceAt(HitObject referenceObject);
public abstract float DurationToDistance(double referenceTime, double duration);
public abstract float DurationToDistance(HitObject referenceObject, double duration);
public abstract double DistanceToDuration(double referenceTime, float distance);
public abstract double DistanceToDuration(HitObject referenceObject, float distance);
public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
public abstract double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
public abstract float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
#endregion
}