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osu-lazer/osu.Game/Screens/Edit/Compose/Components/RectangularPositionSnapGrid.cs

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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;
using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Layout;
using osu.Framework.Utils;
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using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class RectangularPositionSnapGrid : CompositeDrawable
{
/// <summary>
/// The position of the origin of this <see cref="RectangularPositionSnapGrid"/> in local coordinates.
/// </summary>
public Vector2 StartPosition { get; }
private Vector2 spacing = Vector2.One;
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/// <summary>
/// The spacing between grid lines of this <see cref="RectangularPositionSnapGrid"/>.
/// </summary>
public Vector2 Spacing
{
get => spacing;
set
{
if (spacing.X <= 0 || spacing.Y <= 0)
throw new ArgumentException("Grid spacing must be positive.");
spacing = value;
gridCache.Invalidate();
}
}
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private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
public RectangularPositionSnapGrid(Vector2 startPosition)
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{
StartPosition = startPosition;
AddLayout(gridCache);
}
protected override void Update()
{
base.Update();
if (!gridCache.IsValid)
{
ClearInternal();
createContent();
gridCache.Validate();
}
}
private void createContent()
{
var drawSize = DrawSize;
generateGridLines(Direction.Horizontal, StartPosition.Y, 0, -Spacing.Y);
generateGridLines(Direction.Horizontal, StartPosition.Y, drawSize.Y, Spacing.Y);
generateGridLines(Direction.Vertical, StartPosition.X, 0, -Spacing.X);
generateGridLines(Direction.Vertical, StartPosition.X, drawSize.X, Spacing.X);
}
private void generateGridLines(Direction direction, float startPosition, float endPosition, float step)
{
int index = 0;
float currentPosition = startPosition;
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
List<Box> generatedLines = new List<Box>();
while (Precision.AlmostBigger((endPosition - currentPosition) * Math.Sign(step), 0))
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{
var gridLine = new Box
{
Colour = Colour4.White,
Alpha = 0.1f,
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};
if (direction == Direction.Horizontal)
{
gridLine.Origin = Anchor.CentreLeft;
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gridLine.RelativeSizeAxes = Axes.X;
gridLine.Height = lineWidth;
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gridLine.Y = currentPosition;
}
else
{
gridLine.Origin = Anchor.TopCentre;
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gridLine.RelativeSizeAxes = Axes.Y;
gridLine.Width = lineWidth;
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gridLine.X = currentPosition;
}
generatedLines.Add(gridLine);
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index += 1;
currentPosition = startPosition + index * step;
}
if (generatedLines.Count == 0)
return;
generatedLines.First().Alpha = 0.3f;
generatedLines.Last().Alpha = 0.3f;
AddRangeInternal(generatedLines);
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}
public Vector2 GetSnappedPosition(Vector2 original)
{
Vector2 relativeToStart = original - StartPosition;
Vector2 offset = Vector2.Divide(relativeToStart, Spacing);
Vector2 roundedOffset = new Vector2(MathF.Round(offset.X), MathF.Round(offset.Y));
return StartPosition + Vector2.Multiply(roundedOffset, Spacing);
}
}
}