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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.Color4Extensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Layout ;
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using osu.Game.Configuration ;
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using osu.Game.Graphics ;
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using osu.Game.Rulesets.Edit ;
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using osu.Game.Rulesets.Objects ;
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using osuTK ;
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using osuTK.Graphics ;
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namespace osu.Game.Screens.Edit.Compose.Components
{
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/// <summary>
/// A grid which takes user input and returns a quantized ("snapped") position and time.
/// </summary>
public abstract partial class DistanceSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceBetweenTicks { get ; private set ; }
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protected IBindable < double > DistanceSpacingMultiplier { get ; private set ; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get ; private set ; }
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/// <summary>
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/// The position which the grid should start.
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/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceBetweenTicks"/> away from this point.
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/// </summary>
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protected readonly Vector2 StartPosition ;
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/// <summary>
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/// The snapping time at <see cref="StartPosition"/>.
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/// </summary>
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protected readonly double StartTime ;
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protected readonly double? LatestEndTime ;
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[Resolved]
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protected OsuColour Colours { get ; private set ; }
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[Resolved]
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protected IDistanceSnapProvider SnapProvider { get ; private set ; }
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[Resolved]
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protected EditorBeatmap Beatmap { get ; private set ; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get ; set ; }
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/// <summary>
/// When enabled, distance snap should only snap to the current time (as per the editor clock).
/// This is to emulate stable behaviour.
/// </summary>
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protected Bindable < bool > LimitedDistanceSnap { get ; private set ; }
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[BackgroundDependencyLoader]
private void load ( OsuConfigManager config )
{
LimitedDistanceSnap = config . GetBindable < bool > ( OsuSetting . EditorLimitedDistanceSnap ) ;
}
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private readonly LayoutValue gridCache = new LayoutValue ( Invalidation . RequiredParentSizeToFit ) ;
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protected readonly HitObject ReferenceObject ;
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/// <summary>
/// Creates a new <see cref="DistanceSnapGrid"/>.
/// </summary>
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/// <param name="referenceObject">A reference object to gather relevant difficulty values from.</param>
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/// <param name="startPosition">The position at which the grid should start. The first tick is located one distance spacing length away from this point.</param>
/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
/// <param name="endTime">The time at which the snapping grid should end. If null, the grid will continue until the bounds of the screen are exceeded.</param>
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protected DistanceSnapGrid ( HitObject referenceObject , Vector2 startPosition , double startTime , double? endTime = null )
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{
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ReferenceObject = referenceObject ;
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LatestEndTime = endTime ;
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StartPosition = startPosition ;
StartTime = startTime ;
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RelativeSizeAxes = Axes . Both ;
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AddLayout ( gridCache ) ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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beatDivisor . BindValueChanged ( _ = > updateSpacing ( ) ) ;
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DistanceSpacingMultiplier = SnapProvider . DistanceSpacingMultiplier . GetBoundCopy ( ) ;
DistanceSpacingMultiplier . BindValueChanged ( _ = > updateSpacing ( ) , true ) ;
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}
private void updateSpacing ( )
{
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float distanceSpacingMultiplier = ( float ) DistanceSpacingMultiplier . Value ;
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float beatSnapDistance = SnapProvider . GetBeatSnapDistanceAt ( ReferenceObject , false ) ;
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DistanceBetweenTicks = beatSnapDistance * distanceSpacingMultiplier ;
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if ( LatestEndTime = = null )
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MaxIntervals = int . MaxValue ;
else
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MaxIntervals = ( int ) ( ( LatestEndTime . Value - StartTime ) / SnapProvider . DistanceToDuration ( ReferenceObject , beatSnapDistance ) ) ;
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gridCache . Invalidate ( ) ;
}
protected override void Update ( )
{
base . Update ( ) ;
if ( ! gridCache . IsValid )
{
ClearInternal ( ) ;
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CreateContent ( ) ;
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gridCache . Validate ( ) ;
}
}
/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent ( ) ;
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
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/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
public abstract ( Vector2 position , double time ) GetSnappedPosition ( Vector2 position ) ;
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/// <summary>
/// Retrieves the applicable colour for a beat index.
/// </summary>
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/// <param name="placementIndex">The 0-based beat index from the point of placement.</param>
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/// <returns>The applicable colour.</returns>
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protected Color4 GetColourForIndexFromPlacement ( int placementIndex )
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{
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var timingPoint = Beatmap . ControlPointInfo . TimingPointAt ( StartTime ) ;
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double beatLength = timingPoint . BeatLength / beatDivisor . Value ;
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int beatIndex = ( int ) Math . Floor ( ( StartTime - timingPoint . Time ) / beatLength ) ;
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var colour = BindableBeatDivisor . GetColourFor ( BindableBeatDivisor . GetDivisorForBeatIndex ( beatIndex + placementIndex + 1 , beatDivisor . Value ) , Colours ) ;
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int repeatIndex = placementIndex / beatDivisor . Value ;
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return colour . Opacity ( 0.5f / ( repeatIndex + 1 ) ) ;
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}
}
}