mirror of
https://github.com/osukey/osukey.git
synced 2025-07-01 08:20:00 +09:00
Standardise control point search logic in OverlappingScrollAlgorithm
Was using a very local algorithm which I cannot guarantee is correct. I'd rather it just use the one used everywhere else.
This commit is contained in:
@ -5,21 +5,18 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Lists;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Timing;
|
||||
|
||||
namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
|
||||
{
|
||||
public class OverlappingScrollAlgorithm : IScrollAlgorithm
|
||||
{
|
||||
private readonly MultiplierControlPoint searchPoint;
|
||||
|
||||
private readonly SortedList<MultiplierControlPoint> controlPoints;
|
||||
|
||||
public OverlappingScrollAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
|
||||
{
|
||||
this.controlPoints = controlPoints;
|
||||
|
||||
searchPoint = new MultiplierControlPoint();
|
||||
}
|
||||
|
||||
public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
|
||||
@ -52,7 +49,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
|
||||
for (; i < controlPoints.Count; i++)
|
||||
{
|
||||
float lastPos = pos;
|
||||
pos = PositionAt(controlPoints[i].StartTime, currentTime, timeRange, scrollLength);
|
||||
pos = PositionAt(controlPoints[i].Time, currentTime, timeRange, scrollLength);
|
||||
|
||||
if (pos > position)
|
||||
{
|
||||
@ -64,7 +61,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
|
||||
|
||||
i = Math.Clamp(i, 0, controlPoints.Count - 1);
|
||||
|
||||
return controlPoints[i].StartTime + (position - pos) * timeRange / controlPoints[i].Multiplier / scrollLength;
|
||||
return controlPoints[i].Time + (position - pos) * timeRange / controlPoints[i].Multiplier / scrollLength;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
@ -76,21 +73,6 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
|
||||
/// </summary>
|
||||
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
|
||||
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
|
||||
private MultiplierControlPoint controlPointAt(double time)
|
||||
{
|
||||
if (controlPoints.Count == 0)
|
||||
return new MultiplierControlPoint(double.NegativeInfinity);
|
||||
|
||||
if (time < controlPoints[0].StartTime)
|
||||
return controlPoints[0];
|
||||
|
||||
searchPoint.StartTime = time;
|
||||
int index = controlPoints.BinarySearch(searchPoint);
|
||||
|
||||
if (index < 0)
|
||||
index = ~index - 1;
|
||||
|
||||
return controlPoints[index];
|
||||
}
|
||||
private MultiplierControlPoint controlPointAt(double time) => ControlPointInfo.BinarySearch(controlPoints, time) ?? new MultiplierControlPoint(double.NegativeInfinity);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user