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osu-lazer/osu.Game/Screens/Edit/Compose/Components/CircularDistanceSnapGrid.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 osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components
{
public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
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{
protected CircularDistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
: base(referenceObject, startPosition, startTime, endTime)
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{
}
protected override void CreateContent()
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{
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const float crosshair_thickness = 1;
const float crosshair_max_size = 10;
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AddRangeInternal(new[]
{
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new Box
{
Origin = Anchor.Centre,
Position = StartPosition,
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Width = crosshair_thickness,
EdgeSmoothness = new Vector2(1),
Height = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2),
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},
new Box
{
Origin = Anchor.Centre,
Position = StartPosition,
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EdgeSmoothness = new Vector2(1),
Width = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2),
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Height = crosshair_thickness,
}
});
float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X);
float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceBetweenTicks));
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// We need to offset the drawn lines to the next valid snap for the currently selected divisor.
//
// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
float offset = SnapProvider.FindSnappedDistance(ReferenceObject, 0);
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for (int i = 0; i < requiredCircles; i++)
{
float diameter = (offset + (i + 1) * DistanceBetweenTicks) * 2;
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AddInternal(new Ring(ReferenceObject, GetColourForIndexFromPlacement(i))
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{
Position = StartPosition,
Origin = Anchor.Centre,
Size = new Vector2(diameter),
InnerRadius = 4 * 1f / diameter,
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});
}
}
public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
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{
if (MaxIntervals == 0)
return (StartPosition, StartTime);
// This grid implementation factors in the user's distance spacing specification,
// which is usually not considered by an `IDistanceSnapProvider`.
float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
Vector2 travelVector = (position - StartPosition);
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// We need a non-zero travel vector in order to find a valid direction.
if (travelVector == Vector2.Zero)
travelVector = new Vector2(0, -1);
float travelLength = travelVector.Length;
// FindSnappedDistance will always round down, but we want to potentially round upwards.
travelLength += DistanceBetweenTicks / 2;
// We never want to snap towards zero.
if (travelLength < DistanceBetweenTicks)
travelLength = DistanceBetweenTicks;
// When interacting with the resolved snap provider, the distance spacing multiplier should first be removed
// to allow for snapping at a non-multiplied ratio.
float snappedDistance = SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacingMultiplier);
double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
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if (snappedTime > LatestEndTime)
{
double tickLength = Beatmap.GetBeatLengthAtTime(StartTime);
snappedDistance = SnapProvider.DurationToDistance(ReferenceObject, MaxIntervals * tickLength);
snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
}
// The multiplier can then be reapplied to the final position.
Vector2 snappedPosition = StartPosition + travelVector.Normalized() * snappedDistance * distanceSpacingMultiplier;
return (snappedPosition, snappedTime);
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}
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private class Ring : CircularProgress
{
[Resolved]
private IDistanceSnapProvider snapProvider { get; set; }
[Resolved(canBeNull: true)]
private EditorClock editorClock { get; set; }
private readonly HitObject referenceObject;
private readonly Color4 baseColour;
public Ring(HitObject referenceObject, Color4 baseColour)
{
this.referenceObject = referenceObject;
Colour = this.baseColour = baseColour;
Current.Value = 1;
}
protected override void Update()
{
base.Update();
if (editorClock == null)
return;
float distanceSpacingMultiplier = (float)snapProvider.DistanceSpacingMultiplier.Value;
double timeFromReferencePoint = editorClock.CurrentTime - referenceObject.GetEndTime();
float distanceForCurrentTime = snapProvider.DurationToDistance(referenceObject, timeFromReferencePoint)
* distanceSpacingMultiplier;
float timeBasedAlpha = 1 - Math.Clamp(Math.Abs(distanceForCurrentTime - Size.X / 2) / 30, 0, 1);
Colour = baseColour.Opacity(Math.Max(baseColour.A, timeBasedAlpha));
}
}
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}
}